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<h1>Elden Ring EMEDF for DarkScript3</h1>
<p class="toc"><a href="#Instructions">Instructions</a> | <a href="#Condition_Functions">Condition Functions</a> | <a href="#Enums">Enums</a></p>

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<div class="bigsection instructions"><h1 id="Instructions"><a href="#Instructions" class="selfref">Instructions</a></h1>
<h2 id="0_Condition_System"><a href="#0_Condition_System" class="selfref">0 - Condition - System</a></h2>
<section class="instr condinstr">
<h3 id="IfConditionGroup"><a href="#IfConditionGroup" class="selfref"><code>IfConditionGroup</code></a> <span class="sectioninfo">Instruction 0[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_02_00_00, and 222 others</p>
<pre>IfConditionGroup(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>WaitFor</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="IfParameterComparison"><a href="#IfParameterComparison" class="selfref"><code>IfParameterComparison</code></a> <span class="sectioninfo">Instruction 0[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_46_39_00, m60_46_39_10</p>
<pre>IfParameterComparison(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int lefthandSide, 
    int righthandSide)</pre><p>Condition function: <code><a href="#Signed">Signed</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfUnsignedParameterComparison"><a href="#IfUnsignedParameterComparison" class="selfref"><code>IfUnsignedParameterComparison</code></a> <span class="sectioninfo">Instruction 0[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m14_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 27 others</p>
<pre>IfUnsignedParameterComparison(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint lefthandSide, 
    uint righthandSide)</pre><p>Condition function: <code><a href="#Compare">Compare</a></code></p>
</div></section>
<h2 id="1_Condition_Timer"><a href="#1_Condition_Timer" class="selfref">1 - Condition - Timer</a></h2>
<section class="instr condinstr">
<h3 id="IfElapsedSeconds"><a href="#IfElapsedSeconds" class="selfref"><code>IfElapsedSeconds</code></a> <span class="sectioninfo">Instruction 1[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, and 17 others</p>
<pre>IfElapsedSeconds(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    float targetNumberOfSeconds)</pre><p>Condition function: <code><a href="#ElapsedSeconds">ElapsedSeconds</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfElapsedFrames"><a href="#IfElapsedFrames" class="selfref"><code>IfElapsedFrames</code></a> <span class="sectioninfo">Instruction 1[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfElapsedFrames(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetNumberOfFrames)</pre><p>Condition function: <code><a href="#ElapsedFrames">ElapsedFrames</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfRandomElapsedSeconds"><a href="#IfRandomElapsedSeconds" class="selfref"><code>IfRandomElapsedSeconds</code></a> <span class="sectioninfo">Instruction 1[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfRandomElapsedSeconds(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    float targetSecondsMin, 
    float targetSecondsMax)</pre><p>Condition function: <code><a href="#RandomElapsedSeconds">RandomElapsedSeconds</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfRandomElapsedFrames"><a href="#IfRandomElapsedFrames" class="selfref"><code>IfRandomElapsedFrames</code></a> <span class="sectioninfo">Instruction 1[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfRandomElapsedFrames(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetFramesMin, 
    int targetFramesMax)</pre><p>Condition function: <code><a href="#RandomElapsedFrames">RandomElapsedFrames</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfTimeOfDay"><a href="#IfTimeOfDay" class="selfref"><code>IfTimeOfDay</code></a> <span class="sectioninfo">Instruction 1[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m60</p>
<pre>IfTimeOfDay(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte hours, 
    byte minutes, 
    byte seconds)</pre><p>Condition function: <code><a href="#TimeOfDay">TimeOfDay</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfTimeOfDayInRange"><a href="#IfTimeOfDayInRange" class="selfref"><code>IfTimeOfDayInRange</code></a> <span class="sectioninfo">Instruction 1[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m60, m60_37_46_00, m60_42_36_00, m60_42_38_00, m60_43_53_00, m60_45_33_00, m60_48_41_00, m60_48_55_00, m60_51_43_00</p>
<pre>IfTimeOfDayInRange(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte startingHours, 
    byte startingMinutes, 
    byte startingSeconds, 
    byte endingHours, 
    byte endingMinutes, 
    byte endingSeconds)</pre><p>Condition function: <code><a href="#TimeOfDayInRange">TimeOfDayInRange</a></code></p>
</div></section>
<h2 id="3_Condition_Event"><a href="#3_Condition_Event" class="selfref">3 - Condition - Event</a></h2>
<section class="instr condinstr">
<h3 id="IfEventFlag"><a href="#IfEventFlag" class="selfref"><code>IfEventFlag</code></a> <span class="sectioninfo">Instruction 3[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 197 others</p>
<pre>IfEventFlag(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ONOFFCHANGE">ONOFFCHANGE</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint targetEventFlagId)</pre><p>Condition function: <code><a href="#EventFlag">EventFlag</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfBatchEventFlags"><a href="#IfBatchEventFlags" class="selfref"><code>IfBatchEventFlags</code></a> <span class="sectioninfo">Instruction 3[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_05_00_00, m11_10_00_00, m12_03_00_00, m14_00_00_00, m16_00_00_00, m19_00_00_00, m34_11_00_00, m35_00_00_00, m39_20_00_00, and 16 others</p>
<pre>IfBatchEventFlags(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#LogicalOperationType">LogicalOperationType</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint startingTargetEventFlagId, 
    uint endingTargetEventFlagId)</pre><p>Condition function: <code><a href="#AllBatchEventFlags">AllBatchEventFlags</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfInoutsideArea"><a href="#IfInoutsideArea" class="selfref"><code>IfInoutsideArea</code></a> <span class="sectioninfo">Instruction 3[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 159 others</p>
<pre>IfInoutsideArea(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    uint targetEntityId, 
    uint areaEntityId, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#InArea">InArea</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfEntityInoutsideRadiusOfEntity"><a href="#IfEntityInoutsideRadiusOfEntity" class="selfref"><code>IfEntityInoutsideRadiusOfEntity</code></a> <span class="sectioninfo">Instruction 3[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m35_00_00_00, m39_20_00_00, and 106 others</p>
<pre>IfEntityInoutsideRadiusOfEntity(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    uint targetEntityIdA, 
    uint targetEntityIdB, 
    float targetDistance, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#EntityInRadiusOfEntity">EntityInRadiusOfEntity</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerHasdoesntHaveItem"><a href="#IfPlayerHasdoesntHaveItem" class="selfref"><code>IfPlayerHasdoesntHaveItem</code></a> <span class="sectioninfo">Instruction 3[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m10_01_00_00, m11_10_00_00, m15_00_00_00, m18_00_00_00, m34_11_00_00, and 25 others</p>
<pre>IfPlayerHasdoesntHaveItem(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    byte&lt;<a href="#OwnershipState">OwnershipState</a>&gt; desiredPossessionState)</pre><p>Condition function: <code><a href="#PlayerHasItem">PlayerHasItem</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfMultiplayerState"><a href="#IfMultiplayerState" class="selfref"><code>IfMultiplayerState</code></a> <span class="sectioninfo">Instruction 3[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m12_08_00_00, m12_09_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, and 52 others</p>
<pre>IfMultiplayerState(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    sbyte&lt;<a href="#MultiplayerState">MultiplayerState</a>&gt; desiredMultiplayerState)</pre><p>Condition function: <code><a href="#HasMultiplayerState">HasMultiplayerState</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfAllPlayersInoutsideArea"><a href="#IfAllPlayersInoutsideArea" class="selfref"><code>IfAllPlayersInoutsideArea</code></a> <span class="sectioninfo">Instruction 3[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m30_01_00_00, m30_03_00_00, m30_06_00_00, m30_07_00_00, m34_11_00_00, m60_39_53_00, m60_45_52_00, m60_45_52_10, m60_50_57_00, m60_51_57_00</p>
<pre>IfAllPlayersInoutsideArea(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    uint areaEntityId)</pre><p>Condition function: <code><a href="#AllPlayersInArea">AllPlayersInArea</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerInoutMap"><a href="#IfPlayerInoutMap" class="selfref"><code>IfPlayerInoutMap</code></a> <span class="sectioninfo">Instruction 3[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_03_00_00, m12_04_00_00, m13_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, and 26 others</p>
<pre>IfPlayerInoutMap(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    bool shouldPlayerBeInside, 
    sbyte areaId, 
    sbyte blockId, 
    sbyte regionId, 
    sbyte indexId)</pre><p>Condition function: <code><a href="#PlayerInMap">PlayerInMap</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfMultiplayerEvent"><a href="#IfMultiplayerEvent" class="selfref"><code>IfMultiplayerEvent</code></a> <span class="sectioninfo">Instruction 3[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m60</p>
<pre>IfMultiplayerEvent(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint multiplayerEventId)</pre><p>Condition function: <code><a href="#MultiplayerEvent">MultiplayerEvent</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCountEventFlags"><a href="#IfCountEventFlags" class="selfref"><code>IfCountEventFlags</code></a> <span class="sectioninfo">Instruction 3[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m18_00_00_00, m60_34_50_00, m60_39_39_00, m60_44_36_00, m60_44_36_10</p>
<pre>IfCountEventFlags(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint startingTargetEventFlagId, 
    uint endingTargetEventFlagId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int countThreshold)</pre><p>Condition function: <code><a href="#CountEventFlags">CountEventFlags</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfEventValue"><a href="#IfEventValue" class="selfref"><code>IfEventValue</code></a> <span class="sectioninfo">Instruction 3[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m16_00_00_00, m32_04_00_00, m60_35_50_00, m60_51_36_00, m60_51_43_00</p>
<pre>IfEventValue(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint baseEventFlagId, 
    byte numberOfUsedFlagBits, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint thresholdValue)</pre><p>Condition function: <code><a href="#EventValue">EventValue</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfDroppedItemsInArea"><a href="#IfDroppedItemsInArea" class="selfref"><code>IfDroppedItemsInArea</code></a> <span class="sectioninfo">Instruction 3[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfDroppedItemsInArea(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint areaEntityId)</pre><p>Condition function: <code><a href="#DroppedItemsInArea">DroppedItemsInArea</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfDroppedItem"><a href="#IfDroppedItem" class="selfref"><code>IfDroppedItem</code></a> <span class="sectioninfo">Instruction 3[15]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfDroppedItem(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId)</pre><p>Condition function: <code><a href="#DroppedItem">DroppedItem</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerHasdoesntHaveItemIncludingBbox"><a href="#IfPlayerHasdoesntHaveItemIncludingBbox" class="selfref"><code>IfPlayerHasdoesntHaveItemIncludingBbox</code></a> <span class="sectioninfo">Instruction 3[16]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m16_00_00_00, m30_02_00_00, m30_04_00_00, m31_03_00_00, m32_01_00_00, m60_41_36_00, m60_42_38_00, m60_43_36_00, m60_43_38_00, m60_44_36_00, m60_44_36_10</p>
<pre>IfPlayerHasdoesntHaveItemIncludingBbox(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    byte&lt;<a href="#OwnershipState">OwnershipState</a>&gt; desiredPossessionState)</pre><p>Condition function: <code><a href="#PlayerHasItemIncludingBBox">PlayerHasItemIncludingBBox</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfGameCycle"><a href="#IfGameCycle" class="selfref"><code>IfGameCycle</code></a> <span class="sectioninfo">Instruction 3[17]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m60_34_49_00, m60_38_49_00, m60_47_38_00, m60_47_38_10, m60_47_41_00, m60_48_38_00, m60_49_38_00, m60_49_39_00, m60_52_41_00</p>
<pre>IfGameCycle(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte completedGameCyclesThreshold)</pre><p>Condition function: <code><a href="#GameCycle">GameCycle</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfCompareEventValues"><a href="#IfCompareEventValues" class="selfref"><code>IfCompareEventValues</code></a> <span class="sectioninfo">Instruction 3[20]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfCompareEventValues(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint leftsideBaseEventFlagId, 
    byte leftsideNumberOfUsedFlagBits, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint rightsideBaseEventFlagId, 
    byte rightsideNumberOfUsedFlagBits)</pre><p>Condition function: <code><a href="#CompareEventValues">CompareEventValues</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfOnlineMode"><a href="#IfOnlineMode" class="selfref"><code>IfOnlineMode</code></a> <span class="sectioninfo">Instruction 3[22]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfOnlineMode(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    bool onlineMode)</pre><p>Condition function: <code><a href="#IsOnline">IsOnline</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfDamageType"><a href="#IfDamageType" class="selfref"><code>IfDamageType</code></a> <span class="sectioninfo">Instruction 3[23]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 128 others</p>
<pre>IfDamageType(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    uint attackerEntityId, 
    byte&lt;<a href="#DamageType">DamageType</a>&gt; damageType)</pre><p>Condition function: <code><a href="#HasDamageType">HasDamageType</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfActionButtonInArea"><a href="#IfActionButtonInArea" class="selfref"><code>IfActionButtonInArea</code></a> <span class="sectioninfo">Instruction 3[24]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m34_14_00_00, m35_00_00_00, and 49 others</p>
<pre>IfActionButtonInArea(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int actionButtonParameterId, 
    uint targetEntityId)</pre><p>Condition function: <code><a href="#ActionButtonInArea">ActionButtonInArea</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerIsInWorldType"><a href="#IfPlayerIsInWorldType" class="selfref"><code>IfPlayerIsInWorldType</code></a> <span class="sectioninfo">Instruction 3[26]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 105 others</p>
<pre>IfPlayerIsInWorldType(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#WorldType">WorldType</a>&gt; worldType)</pre><p>Condition function: <code><a href="#PlayerIsInOwnWorld">PlayerIsInOwnWorld</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfMapLoaded"><a href="#IfMapLoaded" class="selfref"><code>IfMapLoaded</code></a> <span class="sectioninfo">Instruction 3[30]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>IfMapLoaded(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte areaId, 
    byte blockId, 
    byte regionId, 
    byte indexId)</pre><p>Condition function: <code><a href="#MapLoaded">MapLoaded</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfWeatherActive"><a href="#IfWeatherActive" class="selfref"><code>IfWeatherActive</code></a> <span class="sectioninfo">Instruction 3[31]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m34_10_00_00, m34_11_00_00, m60, m60_35_47_00, m60_54_56_00</p>
<pre>IfWeatherActive(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    sbyte&lt;<a href="#Weather">Weather</a>&gt; weather, 
    float unknown4, 
    float unknown8)</pre><p>Condition function: <code><a href="#WeatherActive">WeatherActive</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfMapHasPermissionToUpdate"><a href="#IfMapHasPermissionToUpdate" class="selfref"><code>IfMapHasPermissionToUpdate</code></a> <span class="sectioninfo">Instruction 3[32]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m30_07_00_00</p>
<pre>IfMapHasPermissionToUpdate(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    bool hasPermission, 
    bool unknown, 
    sbyte areaId, 
    sbyte blockId, 
    sbyte regionId, 
    sbyte indexId)</pre><p>Condition function: <code><a href="#MapHasPermissionToUpdate">MapHasPermissionToUpdate</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfFieldBattleBGMActive"><a href="#IfFieldBattleBGMActive" class="selfref"><code>IfFieldBattleBGMActive</code></a> <span class="sectioninfo">Instruction 3[33]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m60_41_51_00, m60_41_52_00, m60_48_55_00, m60_52_56_00</p>
<pre>IfFieldBattleBGMActive(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint npcThreatLevel, 
    bool isActive)</pre><p>Condition function: <code><a href="#FieldBattleBGMActive">FieldBattleBGMActive</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerHasArmorEquipped"><a href="#IfPlayerHasArmorEquipped" class="selfref"><code>IfPlayerHasArmorEquipped</code></a> <span class="sectioninfo">Instruction 3[34]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m35_00_00_00, m60_35_42_00</p>
<pre>IfPlayerHasArmorEquipped(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ArmorType">ArmorType</a>&gt; armorType, 
    int armorItemId, 
    int unknown)</pre><p>Condition function: <code><a href="#PlayerHasArmorEquipped">PlayerHasArmorEquipped</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCeremonyActive"><a href="#IfCeremonyActive" class="selfref"><code>IfCeremonyActive</code></a> <span class="sectioninfo">Instruction 3[35]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_10_00_00</p>
<pre>IfCeremonyActive(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    bool isActive, 
    int ceremonyId)</pre><p>Condition function: <code><a href="#CeremonyActive">CeremonyActive</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfWeatherLotActive"><a href="#IfWeatherLotActive" class="selfref"><code>IfWeatherLotActive</code></a> <span class="sectioninfo">Instruction 3[37]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>IfWeatherLotActive(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int weatherLotParamId, 
    bool isActive)</pre><p>Condition function: <code><a href="#WeatherLotActive">WeatherLotActive</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerGender"><a href="#IfPlayerGender" class="selfref"><code>IfPlayerGender</code></a> <span class="sectioninfo">Instruction 3[38]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m19_00_00_00</p>
<pre>IfPlayerGender(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#Gender">Gender</a>&gt; gender)</pre><p>Condition function: <code><a href="#PlayerGender">PlayerGender</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfArenaMatchReadyState"><a href="#IfArenaMatchReadyState" class="selfref"><code>IfArenaMatchReadyState</code></a> <span class="sectioninfo">Instruction 3[39]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m45_00_00_00</p>
<pre>IfArenaMatchReadyState(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    bool ready)</pre><p>Condition function: <code><a href="#ArenaMatchReady">ArenaMatchReady</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfArenaSoloResults"><a href="#IfArenaSoloResults" class="selfref"><code>IfArenaSoloResults</code></a> <span class="sectioninfo">Instruction 3[40]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>IfArenaSoloResults(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ArenaResult">ArenaResult</a>&gt; result)</pre><p>Condition function: <code><a href="#ArenaSoloResults">ArenaSoloResults</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfArenaSoloScoreComparison"><a href="#IfArenaSoloScoreComparison" class="selfref"><code>IfArenaSoloScoreComparison</code></a> <span class="sectioninfo">Instruction 3[41]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>IfArenaSoloScoreComparison(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int targetScore)</pre><p>Condition function: <code><a href="#ArenaSoloScore">ArenaSoloScore</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfArenaTeamResults"><a href="#IfArenaTeamResults" class="selfref"><code>IfArenaTeamResults</code></a> <span class="sectioninfo">Instruction 3[42]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>IfArenaTeamResults(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ArenaResult">ArenaResult</a>&gt; result)</pre><p>Condition function: <code><a href="#ArenaTeamResults">ArenaTeamResults</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfArenaTeamScoreComparison"><a href="#IfArenaTeamScoreComparison" class="selfref"><code>IfArenaTeamScoreComparison</code></a> <span class="sectioninfo">Instruction 3[43]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfArenaTeamScoreComparison(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int targetScore)</pre><p>Condition function: <code><a href="#ArenaTeamScore">ArenaTeamScore</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfArenaMatchType"><a href="#IfArenaMatchType" class="selfref"><code>IfArenaMatchType</code></a> <span class="sectioninfo">Instruction 3[44]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfArenaMatchType(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ArenaMatchType">ArenaMatchType</a>&gt; matchType, 
    bool hasSpiritSummon)</pre><p>Condition function: <code><a href="#HasArenaMatchType">HasArenaMatchType</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerRespawnedInArena"><a href="#IfPlayerRespawnedInArena" class="selfref"><code>IfPlayerRespawnedInArena</code></a> <span class="sectioninfo">Instruction 3[45]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m45_00_00_00, m45_01_00_00, m45_02_00_00</p>
<pre>IfPlayerRespawnedInArena(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup)</pre><p>Condition function: <code><a href="#PlayerRespawnedInArena">PlayerRespawnedInArena</a></code></p>
</div></section>
<h2 id="4_Condition_Character"><a href="#4_Condition_Character" class="selfref">4 - Condition - Character</a></h2>
<section class="instr condinstr">
<h3 id="IfCharacterDeadalive"><a href="#IfCharacterDeadalive" class="selfref"><code>IfCharacterDeadalive</code></a> <span class="sectioninfo">Instruction 4[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 129 others</p>
<pre>IfCharacterDeadalive(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    byte&lt;<a href="#DeathState">DeathState</a>&gt; desiredLifeState, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterDead">CharacterDead</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterHPRatio"><a href="#IfCharacterHPRatio" class="selfref"><code>IfCharacterHPRatio</code></a> <span class="sectioninfo">Instruction 4[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m34_12_00_00, m35_00_00_00, and 56 others</p>
<pre>IfCharacterHPRatio(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float targetHPRatio, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#HPRatio">HPRatio</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterType"><a href="#IfCharacterType" class="selfref"><code>IfCharacterType</code></a> <span class="sectioninfo">Instruction 4[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m34_11_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 106 others</p>
<pre>IfCharacterType(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    sbyte&lt;<a href="#TargetType">TargetType</a>&gt; targetType, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterType">CharacterType</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterTargetedBy"><a href="#IfCharacterTargetedBy" class="selfref"><code>IfCharacterTargetedBy</code></a> <span class="sectioninfo">Instruction 4[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m60_37_54_00, m60_38_52_00, m60_39_44_00, m60_45_39_00, m60_45_39_10</p>
<pre>IfCharacterTargetedBy(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint aggressorEntityId, 
    uint targetEntityId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterTargetedBy">CharacterTargetedBy</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterHasSpEffect"><a href="#IfCharacterHasSpEffect" class="selfref"><code>IfCharacterHasSpEffect</code></a> <span class="sectioninfo">Instruction 4[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m34_12_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 153 others</p>
<pre>IfCharacterHasSpEffect(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    int spEffectId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHasSpEffect">CharacterHasSpEffect</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfNPCPartHP"><a href="#IfNPCPartHP" class="selfref"><code>IfNPCPartHP</code></a> <span class="sectioninfo">Instruction 4[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_52_52_00</p>
<pre>IfNPCPartHP(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    int npcPartId, 
    int hpThreshold, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType)</pre><p>Condition function: <code><a href="#NPCPartHP">NPCPartHP</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterBackreadStatus"><a href="#IfCharacterBackreadStatus" class="selfref"><code>IfCharacterBackreadStatus</code></a> <span class="sectioninfo">Instruction 4[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m12_01_00_00, m12_02_00_00, m12_05_00_00, m14_00_00_00, m16_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 50 others</p>
<pre>IfCharacterBackreadStatus(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    bool isBackread, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterBackreadStatus">CharacterBackreadStatus</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfCharacterHasEventMessage"><a href="#IfCharacterHasEventMessage" class="selfref"><code>IfCharacterHasEventMessage</code></a> <span class="sectioninfo">Instruction 4[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfCharacterHasEventMessage(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    int targetEventMessageId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHasEventMessage">CharacterHasEventMessage</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterAIState"><a href="#IfCharacterAIState" class="selfref"><code>IfCharacterAIState</code></a> <span class="sectioninfo">Instruction 4[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m12_02_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 52 others</p>
<pre>IfCharacterAIState(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    byte&lt;<a href="#AIStateType">AIStateType</a>&gt; aiState, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterAIState">CharacterAIState</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfPlayersClass"><a href="#IfPlayersClass" class="selfref"><code>IfPlayersClass</code></a> <span class="sectioninfo">Instruction 4[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayersClass(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ClassType">ClassType</a>&gt; classNameType)</pre><p>Condition function: <code><a href="#PlayersClass">PlayersClass</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfPlayersCovenant"><a href="#IfPlayersCovenant" class="selfref"><code>IfPlayersCovenant</code></a> <span class="sectioninfo">Instruction 4[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayersCovenant(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte covenantIndex)</pre><p>Condition function: <code><a href="#PlayersCovenant">PlayersCovenant</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfPlayersSoulLevel"><a href="#IfPlayersSoulLevel" class="selfref"><code>IfPlayersSoulLevel</code></a> <span class="sectioninfo">Instruction 4[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayersSoulLevel(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint targetSoulLevel)</pre><p>Condition function: <code><a href="#PlayersSoulLevel">PlayersSoulLevel</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterHPValue"><a href="#IfCharacterHPValue" class="selfref"><code>IfCharacterHPValue</code></a> <span class="sectioninfo">Instruction 4[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 81 others</p>
<pre>IfCharacterHPValue(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int targetHP, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHPValue">CharacterHPValue</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterRatioDeadalive"><a href="#IfCharacterRatioDeadalive" class="selfref"><code>IfCharacterRatioDeadalive</code></a> <span class="sectioninfo">Instruction 4[15]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m14_00_00_00</p>
<pre>IfCharacterRatioDeadalive(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    byte&lt;<a href="#DeathState">DeathState</a>&gt; desiredLifeState, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float targetRatio)</pre><p>Condition function: <code><a href="#CharacterRatioDead">CharacterRatioDead</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterRatioHasSpEffect"><a href="#IfCharacterRatioHasSpEffect" class="selfref"><code>IfCharacterRatioHasSpEffect</code></a> <span class="sectioninfo">Instruction 4[19]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m14_00_00_00</p>
<pre>IfCharacterRatioHasSpEffect(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    int spEffectId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float targetRatio)</pre><p>Condition function: <code><a href="#CharacterRatioHasSpEffect">CharacterRatioHasSpEffect</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerTargeted"><a href="#IfPlayerTargeted" class="selfref"><code>IfPlayerTargeted</code></a> <span class="sectioninfo">Instruction 4[28]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m60_42_36_00</p>
<pre>IfPlayerTargeted(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint minNPCThreatLevel, 
    uint maxNPCThreatLevel, 
    byte&lt;<a href="#AIStateType">AIStateType</a>&gt; aiStateType)</pre><p>Condition function: <code><a href="#PlayerTargeted">PlayerTargeted</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfNPCPartAttributeDamage"><a href="#IfNPCPartAttributeDamage" class="selfref"><code>IfNPCPartAttributeDamage</code></a> <span class="sectioninfo">Instruction 4[30]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>IfNPCPartAttributeDamage(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    int npcPartId, 
    uint attackerEntityId, 
    byte&lt;<a href="#DamageType">DamageType</a>&gt; damageType)</pre><p>Condition function: <code><a href="#NPCPartAttributeDamage">NPCPartAttributeDamage</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterInvadeType"><a href="#IfCharacterInvadeType" class="selfref"><code>IfCharacterInvadeType</code></a> <span class="sectioninfo">Instruction 4[31]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m19_00_00_00, m60_38_49_00, m60_51_37_00</p>
<pre>IfCharacterInvadeType(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    byte invadeTypeUnknown, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterInvadeType">CharacterInvadeType</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterRidingMount"><a href="#IfCharacterRidingMount" class="selfref"><code>IfCharacterRidingMount</code></a> <span class="sectioninfo">Instruction 4[32]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_37_54_00</p>
<pre>IfCharacterRidingMount(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    bool isMounted)</pre><p>Condition function: <code><a href="#CharacterRidingMount">CharacterRidingMount</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterHasStateInfo"><a href="#IfCharacterHasStateInfo" class="selfref"><code>IfCharacterHasStateInfo</code></a> <span class="sectioninfo">Instruction 4[34]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 78 others</p>
<pre>IfCharacterHasStateInfo(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    short stateInfo, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHasStateInfo">CharacterHasStateInfo</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfSpecialStandbyEndedFlag"><a href="#IfSpecialStandbyEndedFlag" class="selfref"><code>IfSpecialStandbyEndedFlag</code></a> <span class="sectioninfo">Instruction 4[35]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_41_50_00</p>
<pre>IfSpecialStandbyEndedFlag(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    byte&lt;<a href="#ONOFFCHANGE">ONOFFCHANGE</a>&gt; desiredFlagState)</pre><p>Condition function: <code><a href="#SpecialStandbyEndedFlag">SpecialStandbyEndedFlag</a></code></p>
</div></section>
<h2 id="5_Condition_Asset"><a href="#5_Condition_Asset" class="selfref">5 - Condition - Asset</a></h2>
<section class="instr condinstr">
<h3 id="IfAssetDestroyed"><a href="#IfAssetDestroyed" class="selfref"><code>IfAssetDestroyed</code></a> <span class="sectioninfo">Instruction 5[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m14_00_00_00, m18_00_00_00, m34_12_00_00, m39_20_00_00, and 12 others</p>
<pre>IfAssetDestroyed(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    uint targetAssetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetAssets)</pre><p>Condition function: <code><a href="#AssetDestroyed">AssetDestroyed</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfAssetHitBy"><a href="#IfAssetHitBy" class="selfref"><code>IfAssetHitBy</code></a> <span class="sectioninfo">Instruction 5[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfAssetHitBy(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    uint attackerEntityId)</pre><p>Condition function: <code><a href="#AssetHitBy">AssetHitBy</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfObjActEventFlag"><a href="#IfObjActEventFlag" class="selfref"><code>IfObjActEventFlag</code></a> <span class="sectioninfo">Instruction 5[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m14_00_00_00, m16_00_00_00, m30_09_00_00, m30_10_00_00, m30_13_00_00, m30_19_00_00, m31_21_00_00, m34_11_00_00, m35_00_00_00, m60_42_32_00, m60_43_36_00, m60_45_51_00</p>
<pre>IfObjActEventFlag(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint objactEventFlag)</pre><p>Condition function: <code><a href="#ObjActEventFlag">ObjActEventFlag</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfAssetHP"><a href="#IfAssetHP" class="selfref"><code>IfAssetHP</code></a> <span class="sectioninfo">Instruction 5[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfAssetHP(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int hpThreshold, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetAssets)</pre><p>Condition function: <code><a href="#AssetHP">AssetHP</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfAssetRatioDestroyed"><a href="#IfAssetRatioDestroyed" class="selfref"><code>IfAssetRatioDestroyed</code></a> <span class="sectioninfo">Instruction 5[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>IfAssetRatioDestroyed(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    uint targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float targetRatio)</pre><p>Condition function: <code><a href="#AssetRatioDestroyed">AssetRatioDestroyed</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfAssetBurnState"><a href="#IfAssetBurnState" class="selfref"><code>IfAssetBurnState</code></a> <span class="sectioninfo">Instruction 5[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfAssetBurnState(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte burnStateUnknown, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetAssets)</pre><p>Condition function: <code><a href="#AssetBurnState">AssetBurnState</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfAssetBackread"><a href="#IfAssetBackread" class="selfref"><code>IfAssetBackread</code></a> <span class="sectioninfo">Instruction 5[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m32_01_00_00, m34_11_00_00</p>
<pre>IfAssetBackread(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    bool isBackread, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetAssets)</pre><p>Condition function: <code><a href="#AssetBackread">AssetBackread</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfAssetRatioBackread"><a href="#IfAssetRatioBackread" class="selfref"><code>IfAssetRatioBackread</code></a> <span class="sectioninfo">Instruction 5[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfAssetRatioBackread(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint targetEntityId, 
    bool isBackread, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float targetRatio)</pre><p>Condition function: <code><a href="#AssetRatioBackread">AssetRatioBackread</a></code></p>
</div></section>
<h2 id="11_Condition_Hit"><a href="#11_Condition_Hit" class="selfref">11 - Condition - Hit</a></h2>
<section class="instr condinstr unused">
<h3 id="IfPlayerMovingOnHit"><a href="#IfPlayerMovingOnHit" class="selfref"><code>IfPlayerMovingOnHit</code></a> <span class="sectioninfo">Instruction 11[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayerMovingOnHit(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint hitEntityId)</pre><p>Condition function: <code><a href="#PlayerMovingOnHit">PlayerMovingOnHit</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfPlayerAttackingOnHit"><a href="#IfPlayerAttackingOnHit" class="selfref"><code>IfPlayerAttackingOnHit</code></a> <span class="sectioninfo">Instruction 11[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayerAttackingOnHit(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint hitEntityId)</pre><p>Condition function: <code><a href="#PlayerAttackingOnHit">PlayerAttackingOnHit</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerStandingOnHit"><a href="#IfPlayerStandingOnHit" class="selfref"><code>IfPlayerStandingOnHit</code></a> <span class="sectioninfo">Instruction 11[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m12_05_00_00</p>
<pre>IfPlayerStandingOnHit(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint hitEntityId)</pre><p>Condition function: <code><a href="#PlayerStandingOnHit">PlayerStandingOnHit</a></code></p>
</div></section>
<h2 id="12_Condition_Map"><a href="#12_Condition_Map" class="selfref">12 - Condition - Map</a></h2>
<h2 id="13_Condition_Advanced"><a href="#13_Condition_Advanced" class="selfref">13 - Condition - Advanced</a></h2>
<h2 id="1000_Control_Flow_System"><a href="#1000_Control_Flow_System" class="selfref">1000 - Control Flow - System</a></h2>
<section class="instr condinstr">
<h3 id="WaitForConditionGroupState"><a href="#WaitForConditionGroupState" class="selfref"><code>WaitForConditionGroupState</code></a> <span class="sectioninfo">Instruction 1000[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m35_00_00_00, m39_20_00_00, and 42 others</p>
<pre>WaitForConditionGroupState(
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>WaitFor</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="SkipIfConditionGroupStateUncompiled"><a href="#SkipIfConditionGroupStateUncompiled" class="selfref"><code>SkipIfConditionGroupStateUncompiled</code></a> <span class="sectioninfo">Instruction 1000[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m19_00_00_00, and 71 others</p>
<pre>SkipIfConditionGroupStateUncompiled(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>GotoIf</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="EndIfConditionGroupStateUncompiled"><a href="#EndIfConditionGroupStateUncompiled" class="selfref"><code>EndIfConditionGroupStateUncompiled</code></a> <span class="sectioninfo">Instruction 1000[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m34_11_00_00, m35_00_00_00, m39_20_00_00, and 90 others</p>
<pre>EndIfConditionGroupStateUncompiled(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>EndIf or RestartIf</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="SkipUnconditionally"><a href="#SkipUnconditionally" class="selfref"><code>SkipUnconditionally</code></a> <span class="sectioninfo">Instruction 1000[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m34_11_00_00, m35_00_00_00, and 32 others</p>
<pre>SkipUnconditionally(
    byte numberOfSkippedLines)</pre><p><code>Goto</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="EndUnconditionally"><a href="#EndUnconditionally" class="selfref"><code>EndUnconditionally</code></a> <span class="sectioninfo">Instruction 1000[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 237 others</p>
<pre>EndUnconditionally(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType)</pre><p><code>EndEvent or RestartEvent</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="SkipIfComparison"><a href="#SkipIfComparison" class="selfref"><code>SkipIfComparison</code></a> <span class="sectioninfo">Instruction 1000[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_05_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m34_14_00_00, m35_00_00_00, and 44 others</p>
<pre>SkipIfComparison(
    byte numberOfSkippedLines, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int lefthandSide, 
    int righthandSide)</pre><p>Condition function: <code><a href="#Signed">Signed</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfComparison"><a href="#EndIfComparison" class="selfref"><code>EndIfComparison</code></a> <span class="sectioninfo">Instruction 1000[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_41_51_00, m60_48_51_00, m60_48_55_00</p>
<pre>EndIfComparison(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int lefthandSide, 
    int righthandSide)</pre><p>Condition function: <code><a href="#Signed">Signed</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfConditionGroupStateCompiled"><a href="#SkipIfConditionGroupStateCompiled" class="selfref"><code>SkipIfConditionGroupStateCompiled</code></a> <span class="sectioninfo">Instruction 1000[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m31_00_00_00, m39_20_00_00, m60_50_38_00</p>
<pre>SkipIfConditionGroupStateCompiled(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>GotoIf(cond.Passed)</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="EndIfConditionGroupStateCompiled"><a href="#EndIfConditionGroupStateCompiled" class="selfref"><code>EndIfConditionGroupStateCompiled</code></a> <span class="sectioninfo">Instruction 1000[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m12_02_00_00, m12_03_00_00, m13_00_00_00, m16_00_00_00, m30_05_00_00, m31_00_00_00, m31_10_00_00, m31_15_00_00, m31_19_00_00, m31_21_00_00, m60_40_53_00, m60_42_36_00, m60_51_43_00, m60_51_56_00</p>
<pre>EndIfConditionGroupStateCompiled(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>EndIf(cond.Passed) or RestartIf(cond.Passed)</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="SkipIfUnsignedComparison"><a href="#SkipIfUnsignedComparison" class="selfref"><code>SkipIfUnsignedComparison</code></a> <span class="sectioninfo">Instruction 1000[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, m34_11_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 39 others</p>
<pre>SkipIfUnsignedComparison(
    byte numberOfSkippedLines, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint lefthandSide, 
    uint righthandSide)</pre><p>Condition function: <code><a href="#Compare">Compare</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfUnsignedComparison"><a href="#EndIfUnsignedComparison" class="selfref"><code>EndIfUnsignedComparison</code></a> <span class="sectioninfo">Instruction 1000[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func</p>
<pre>EndIfUnsignedComparison(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint lefthandSide, 
    uint righthandSide)</pre><p>Condition function: <code><a href="#Compare">Compare</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfConditionGroupStateUncompiled"><a href="#GotoIfConditionGroupStateUncompiled" class="selfref"><code>GotoIfConditionGroupStateUncompiled</code></a> <span class="sectioninfo">Instruction 1000[101]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 118 others</p>
<pre>GotoIfConditionGroupStateUncompiled(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>GotoIf</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="GotoUnconditionally"><a href="#GotoUnconditionally" class="selfref"><code>GotoUnconditionally</code></a> <span class="sectioninfo">Instruction 1000[103]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 123 others</p>
<pre>GotoUnconditionally(
    byte&lt;<a href="#Label">Label</a>&gt; label)</pre><p><code>Goto</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="GotoIfComparison"><a href="#GotoIfComparison" class="selfref"><code>GotoIfComparison</code></a> <span class="sectioninfo">Instruction 1000[105]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m34_14_00_00, and 14 others</p>
<pre>GotoIfComparison(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int lefthandSide, 
    int righthandSide)</pre><p>Condition function: <code><a href="#Signed">Signed</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfConditionGroupStateCompiled"><a href="#GotoIfConditionGroupStateCompiled" class="selfref"><code>GotoIfConditionGroupStateCompiled</code></a> <span class="sectioninfo">Instruction 1000[107]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_03_00_00, m13_00_00_00, m16_00_00_00, m18_00_00_00, m34_11_00_00, m34_14_00_00, m35_00_00_00, and 45 others</p>
<pre>GotoIfConditionGroupStateCompiled(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>GotoIf(cond.Passed)</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="GotoIfUnsignedComparison"><a href="#GotoIfUnsignedComparison" class="selfref"><code>GotoIfUnsignedComparison</code></a> <span class="sectioninfo">Instruction 1000[108]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m12_02_00_00, m16_00_00_00, m30_05_00_00, m31_00_00_00, m31_10_00_00, m31_19_00_00, m31_21_00_00, m60_52_38_00</p>
<pre>GotoIfUnsignedComparison(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint lefthandSide, 
    uint righthandSide)</pre><p>Condition function: <code><a href="#Compare">Compare</a></code></p>
</div></section>
<h2 id="1001_Control_Flow_Timer"><a href="#1001_Control_Flow_Timer" class="selfref">1001 - Control Flow - Timer</a></h2>
<section class="instr">
<h3 id="WaitFixedTimeSeconds"><a href="#WaitFixedTimeSeconds" class="selfref"><code>WaitFixedTimeSeconds</code></a> <span class="sectioninfo">Instruction 1001[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 200 others</p>
<pre>WaitFixedTimeSeconds(
    float numberOfSeconds)</pre></div></section>
<section class="instr">
<h3 id="WaitFixedTimeFrames"><a href="#WaitFixedTimeFrames" class="selfref"><code>WaitFixedTimeFrames</code></a> <span class="sectioninfo">Instruction 1001[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m35_00_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 122 others</p>
<pre>WaitFixedTimeFrames(
    int numberOfFrames)</pre></div></section>
<section class="instr">
<h3 id="WaitRandomTimeSeconds"><a href="#WaitRandomTimeSeconds" class="selfref"><code>WaitRandomTimeSeconds</code></a> <span class="sectioninfo">Instruction 1001[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m12_03_00_00, m12_05_00_00, m12_09_00_00, m14_00_00_00, and 22 others</p>
<pre>WaitRandomTimeSeconds(
    float minNumberOfSeconds, 
    float maxNumberOfSeconds)</pre></div></section>
<section class="instr unused">
<h3 id="WaitRandomTimeFrames"><a href="#WaitRandomTimeFrames" class="selfref"><code>WaitRandomTimeFrames</code></a> <span class="sectioninfo">Instruction 1001[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>WaitRandomTimeFrames(
    int minNumberOfFrames, 
    int maxNumberOfFrames)</pre></div></section>
<section class="instr">
<h3 id="WaitUntilTimeOfDayInRange"><a href="#WaitUntilTimeOfDayInRange" class="selfref"><code>WaitUntilTimeOfDayInRange</code></a> <span class="sectioninfo">Instruction 1001[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m60_45_33_00</p>
<pre>WaitUntilTimeOfDayInRange(
    byte startingHours, 
    byte startingMinutes, 
    byte startingSeconds, 
    byte endingHours, 
    byte endingMinutes, 
    byte endingSeconds)</pre></div></section>
<section class="instr">
<h3 id="WaitFixedTimeRealFrames"><a href="#WaitFixedTimeRealFrames" class="selfref"><code>WaitFixedTimeRealFrames</code></a> <span class="sectioninfo">Instruction 1001[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m35_00_00_00, and 15 others</p>
<pre>WaitFixedTimeRealFrames(
    int numberOfFrames)</pre></div></section>
<section class="instr">
<h3 id="WaitUntilArenaHalfTime"><a href="#WaitUntilArenaHalfTime" class="selfref"><code>WaitUntilArenaHalfTime</code></a> <span class="sectioninfo">Instruction 1001[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>WaitUntilArenaHalfTime(
    byte&lt;<a href="#ArenaMatchType">ArenaMatchType</a>&gt; matchType, 
    bool isSecondHalf)</pre></div></section>
<h2 id="1003_Control_Flow_Event"><a href="#1003_Control_Flow_Event" class="selfref">1003 - Control Flow - Event</a></h2>
<section class="instr">
<h3 id="WaitForEventFlag"><a href="#WaitForEventFlag" class="selfref"><code>WaitForEventFlag</code></a> <span class="sectioninfo">Instruction 1003[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_10_00_00, m12_05_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m35_00_00_00, and 20 others</p>
<pre>WaitForEventFlag(
    byte&lt;<a href="#ONOFFCHANGE">ONOFFCHANGE</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint targetEventFlagId)</pre></div></section>
<section class="instr condinstr">
<h3 id="SkipIfEventFlag"><a href="#SkipIfEventFlag" class="selfref"><code>SkipIfEventFlag</code></a> <span class="sectioninfo">Instruction 1003[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m35_00_00_00, and 131 others</p>
<pre>SkipIfEventFlag(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint targetEventFlagId)</pre><p>Condition function: <code><a href="#EventFlag">EventFlag</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfEventFlag"><a href="#EndIfEventFlag" class="selfref"><code>EndIfEventFlag</code></a> <span class="sectioninfo">Instruction 1003[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 195 others</p>
<pre>EndIfEventFlag(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint targetEventFlagId)</pre><p>Condition function: <code><a href="#EventFlag">EventFlag</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfBatchEventFlags"><a href="#SkipIfBatchEventFlags" class="selfref"><code>SkipIfBatchEventFlags</code></a> <span class="sectioninfo">Instruction 1003[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m60_39_44_00, m60_43_37_00, m60_43_39_00, m60_44_34_00, m60_45_36_00, m60_45_36_10, m60_50_38_00</p>
<pre>SkipIfBatchEventFlags(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#LogicalOperationType">LogicalOperationType</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint startingTargetEventFlagId, 
    uint endingTargetEventFlagId)</pre><p>Condition function: <code><a href="#AllBatchEventFlags">AllBatchEventFlags</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfBatchEventFlags"><a href="#EndIfBatchEventFlags" class="selfref"><code>EndIfBatchEventFlags</code></a> <span class="sectioninfo">Instruction 1003[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_02_00_00, m14_00_00_00, m32_07_00_00, m35_00_00_00, m60_37_54_00, m60_42_55_00, m60_43_31_00, m60_44_52_00, m60_44_52_10, m60_45_52_00, m60_45_52_10</p>
<pre>EndIfBatchEventFlags(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#LogicalOperationType">LogicalOperationType</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint startingTargetEventFlagId, 
    uint endingTargetEventFlagId)</pre><p>Condition function: <code><a href="#AllBatchEventFlags">AllBatchEventFlags</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfMultiplayerState"><a href="#SkipIfMultiplayerState" class="selfref"><code>SkipIfMultiplayerState</code></a> <span class="sectioninfo">Instruction 1003[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m12_02_00_00, m60_52_38_00</p>
<pre>SkipIfMultiplayerState(
    byte numberOfSkippedLines, 
    sbyte&lt;<a href="#MultiplayerState">MultiplayerState</a>&gt; desiredMultiplayerState)</pre><p>Condition function: <code><a href="#HasMultiplayerState">HasMultiplayerState</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfMultiplayerState"><a href="#EndIfMultiplayerState" class="selfref"><code>EndIfMultiplayerState</code></a> <span class="sectioninfo">Instruction 1003[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m14_00_00_00, m18_00_00_00, and 17 others</p>
<pre>EndIfMultiplayerState(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    sbyte&lt;<a href="#MultiplayerState">MultiplayerState</a>&gt; desiredMultiplayerState)</pre><p>Condition function: <code><a href="#HasMultiplayerState">HasMultiplayerState</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="SkipIfPlayerInoutMap"><a href="#SkipIfPlayerInoutMap" class="selfref"><code>SkipIfPlayerInoutMap</code></a> <span class="sectioninfo">Instruction 1003[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SkipIfPlayerInoutMap(
    byte numberOfSkippedLines, 
    bool shouldPlayerBeInside, 
    sbyte areaId, 
    sbyte blockId, 
    sbyte regionId, 
    sbyte indexId)</pre><p>Condition function: <code><a href="#PlayerInMap">PlayerInMap</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfPlayerInoutMap"><a href="#EndIfPlayerInoutMap" class="selfref"><code>EndIfPlayerInoutMap</code></a> <span class="sectioninfo">Instruction 1003[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_01_00_00, m11_10_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00</p>
<pre>EndIfPlayerInoutMap(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    bool shouldPlayerBeInside, 
    sbyte areaId, 
    sbyte blockId, 
    sbyte regionId, 
    sbyte indexId)</pre><p>Condition function: <code><a href="#PlayerInMap">PlayerInMap</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfNumberOfCoopClients"><a href="#SkipIfNumberOfCoopClients" class="selfref"><code>SkipIfNumberOfCoopClients</code></a> <span class="sectioninfo">Instruction 1003[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m16_00_00_00</p>
<pre>SkipIfNumberOfCoopClients(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte targetNumberOfClients)</pre><p>Condition function: <code><a href="#NumberOfCoopClients">NumberOfCoopClients</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="EndIfNumberOfCoopClients"><a href="#EndIfNumberOfCoopClients" class="selfref"><code>EndIfNumberOfCoopClients</code></a> <span class="sectioninfo">Instruction 1003[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>EndIfNumberOfCoopClients(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte targetNumberOfClients)</pre><p>Condition function: <code><a href="#NumberOfCoopClients">NumberOfCoopClients</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfPlayerIsInWorldType"><a href="#SkipIfPlayerIsInWorldType" class="selfref"><code>SkipIfPlayerIsInWorldType</code></a> <span class="sectioninfo">Instruction 1003[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 84 others</p>
<pre>SkipIfPlayerIsInWorldType(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#WorldType">WorldType</a>&gt; worldType)</pre><p>Condition function: <code><a href="#PlayerIsInOwnWorld">PlayerIsInOwnWorld</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfPlayerIsInWorldType"><a href="#GotoIfPlayerIsInWorldType" class="selfref"><code>GotoIfPlayerIsInWorldType</code></a> <span class="sectioninfo">Instruction 1003[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m34_14_00_00, m35_00_00_00, and 85 others</p>
<pre>GotoIfPlayerIsInWorldType(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#WorldType">WorldType</a>&gt; worldType)</pre><p>Condition function: <code><a href="#PlayerIsInOwnWorld">PlayerIsInOwnWorld</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfPlayerIsInWorldType"><a href="#EndIfPlayerIsInWorldType" class="selfref"><code>EndIfPlayerIsInWorldType</code></a> <span class="sectioninfo">Instruction 1003[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_07_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 120 others</p>
<pre>EndIfPlayerIsInWorldType(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#WorldType">WorldType</a>&gt; worldType)</pre><p>Condition function: <code><a href="#PlayerIsInOwnWorld">PlayerIsInOwnWorld</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfEventFlag"><a href="#GotoIfEventFlag" class="selfref"><code>GotoIfEventFlag</code></a> <span class="sectioninfo">Instruction 1003[101]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 188 others</p>
<pre>GotoIfEventFlag(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint targetEventFlagId)</pre><p>Condition function: <code><a href="#EventFlag">EventFlag</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfBatchEventFlags"><a href="#GotoIfBatchEventFlags" class="selfref"><code>GotoIfBatchEventFlags</code></a> <span class="sectioninfo">Instruction 1003[103]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_10_00_00, m14_00_00_00, m60_40_52_00, m60_43_37_00, m60_43_39_00, m60_44_34_00, m60_45_34_00, m60_45_36_00, m60_45_36_10</p>
<pre>GotoIfBatchEventFlags(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#LogicalOperationType">LogicalOperationType</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint startingTargetEventFlagId, 
    uint endingTargetEventFlagId)</pre><p>Condition function: <code><a href="#AllBatchEventFlags">AllBatchEventFlags</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfMultiplayerState"><a href="#GotoIfMultiplayerState" class="selfref"><code>GotoIfMultiplayerState</code></a> <span class="sectioninfo">Instruction 1003[105]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_05_00_00, m12_03_00_00, m60_42_32_00, m60_42_40_00, m60_43_36_00, m60_47_42_00, m60_52_38_00</p>
<pre>GotoIfMultiplayerState(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    sbyte&lt;<a href="#MultiplayerState">MultiplayerState</a>&gt; desiredMultiplayerState)</pre><p>Condition function: <code><a href="#HasMultiplayerState">HasMultiplayerState</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="GotoIfPlayerInoutMap"><a href="#GotoIfPlayerInoutMap" class="selfref"><code>GotoIfPlayerInoutMap</code></a> <span class="sectioninfo">Instruction 1003[107]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>GotoIfPlayerInoutMap(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    bool shouldPlayerBeInside, 
    sbyte areaId, 
    sbyte blockId, 
    sbyte regionId, 
    sbyte indexId)</pre><p>Condition function: <code><a href="#PlayerInMap">PlayerInMap</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="GotoIfNumberOfCoopClients"><a href="#GotoIfNumberOfCoopClients" class="selfref"><code>GotoIfNumberOfCoopClients</code></a> <span class="sectioninfo">Instruction 1003[109]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>GotoIfNumberOfCoopClients(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte targetNumberOfClients)</pre><p>Condition function: <code><a href="#NumberOfCoopClients">NumberOfCoopClients</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfInoutsideArea"><a href="#GotoIfInoutsideArea" class="selfref"><code>GotoIfInoutsideArea</code></a> <span class="sectioninfo">Instruction 1003[200]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m13_00_00_00, m18_00_00_00, m34_10_00_00, m34_11_00_00, and 14 others</p>
<pre>GotoIfInoutsideArea(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    uint targetEntityId, 
    uint areaEntityId, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#InArea">InArea</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfInoutsideArea"><a href="#EndIfInoutsideArea" class="selfref"><code>EndIfInoutsideArea</code></a> <span class="sectioninfo">Instruction 1003[201]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m34_11_00_00, m35_00_00_00, m60_42_38_00</p>
<pre>EndIfInoutsideArea(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    uint targetEntityId, 
    uint areaEntityId, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#InArea">InArea</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfInoutsideArea"><a href="#SkipIfInoutsideArea" class="selfref"><code>SkipIfInoutsideArea</code></a> <span class="sectioninfo">Instruction 1003[202]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m14_00_00_00, m60_51_36_00</p>
<pre>SkipIfInoutsideArea(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    uint targetEntityId, 
    uint areaEntityId, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#InArea">InArea</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfMapHasPermissionToUpdate"><a href="#SkipIfMapHasPermissionToUpdate" class="selfref"><code>SkipIfMapHasPermissionToUpdate</code></a> <span class="sectioninfo">Instruction 1003[203]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m30_07_00_00, m30_10_00_00, m30_17_00_00, m34_11_00_00</p>
<pre>SkipIfMapHasPermissionToUpdate(
    byte numberOfSkippedLines, 
    bool hasPermission, 
    bool unknown, 
    sbyte areaId, 
    sbyte blockId, 
    sbyte regionId, 
    sbyte indexId)</pre><p>Condition function: <code><a href="#MapHasPermissionToUpdate">MapHasPermissionToUpdate</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfMapHasPermissionToUpdate"><a href="#GotoIfMapHasPermissionToUpdate" class="selfref"><code>GotoIfMapHasPermissionToUpdate</code></a> <span class="sectioninfo">Instruction 1003[204]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m34_11_00_00</p>
<pre>GotoIfMapHasPermissionToUpdate(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    bool hasPermission, 
    bool unknown, 
    sbyte areaId, 
    sbyte blockId, 
    sbyte regionId, 
    sbyte indexId)</pre><p>Condition function: <code><a href="#MapHasPermissionToUpdate">MapHasPermissionToUpdate</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="EndIfMapHasPermissionToUpdate"><a href="#EndIfMapHasPermissionToUpdate" class="selfref"><code>EndIfMapHasPermissionToUpdate</code></a> <span class="sectioninfo">Instruction 1003[205]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>EndIfMapHasPermissionToUpdate(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    bool hasPermission, 
    bool unknown, 
    sbyte areaId, 
    sbyte blockId, 
    sbyte regionId, 
    sbyte indexId)</pre><p>Condition function: <code><a href="#MapHasPermissionToUpdate">MapHasPermissionToUpdate</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfCeremonyActive"><a href="#SkipIfCeremonyActive" class="selfref"><code>SkipIfCeremonyActive</code></a> <span class="sectioninfo">Instruction 1003[206]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m12_05_00_00, m14_00_00_00, m15_00_00_00, m39_20_00_00, m60_35_46_00, m60_39_53_00, m60_40_53_00, m60_42_39_00, m60_50_56_00</p>
<pre>SkipIfCeremonyActive(
    byte numberOfSkippedLines, 
    bool isActive, 
    int ceremonyId)</pre><p>Condition function: <code><a href="#CeremonyActive">CeremonyActive</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="GotoIfCeremonyActive"><a href="#GotoIfCeremonyActive" class="selfref"><code>GotoIfCeremonyActive</code></a> <span class="sectioninfo">Instruction 1003[207]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>GotoIfCeremonyActive(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    bool isActive, 
    int ceremonyId)</pre><p>Condition function: <code><a href="#CeremonyActive">CeremonyActive</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfCeremonyActive"><a href="#EndIfCeremonyActive" class="selfref"><code>EndIfCeremonyActive</code></a> <span class="sectioninfo">Instruction 1003[208]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_10_00_00, m12_05_00_00, m14_00_00_00, m15_00_00_00, m39_20_00_00, m60_35_46_00, m60_39_53_00, m60_40_53_00, m60_42_39_00, m60_50_56_00</p>
<pre>EndIfCeremonyActive(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    bool isActive, 
    int ceremonyId)</pre><p>Condition function: <code><a href="#CeremonyActive">CeremonyActive</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="SkipIfArenaMatchType"><a href="#SkipIfArenaMatchType" class="selfref"><code>SkipIfArenaMatchType</code></a> <span class="sectioninfo">Instruction 1003[212]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SkipIfArenaMatchType(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#ArenaMatchType">ArenaMatchType</a>&gt; matchType, 
    bool hasSpiritSummon)</pre><p>Condition function: <code><a href="#HasArenaMatchType">HasArenaMatchType</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfArenaMatchType"><a href="#GotoIfArenaMatchType" class="selfref"><code>GotoIfArenaMatchType</code></a> <span class="sectioninfo">Instruction 1003[213]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m45_00_00_00, m45_01_00_00, m45_02_00_00</p>
<pre>GotoIfArenaMatchType(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#ArenaMatchType">ArenaMatchType</a>&gt; matchType, 
    bool hasSpiritSummon)</pre><p>Condition function: <code><a href="#HasArenaMatchType">HasArenaMatchType</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfArenaMatchType"><a href="#EndIfArenaMatchType" class="selfref"><code>EndIfArenaMatchType</code></a> <span class="sectioninfo">Instruction 1003[214]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m45_00_00_00, m45_01_00_00, m45_02_00_00</p>
<pre>EndIfArenaMatchType(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#ArenaMatchType">ArenaMatchType</a>&gt; matchType, 
    bool hasSpiritSummon)</pre><p>Condition function: <code><a href="#HasArenaMatchType">HasArenaMatchType</a></code></p>
</div></section>
<h2 id="1004_Control_Flow_Character"><a href="#1004_Control_Flow_Character" class="selfref">1004 - Control Flow - Character</a></h2>
<section class="instr condinstr">
<h3 id="SkipIfCharacterHasSpEffect"><a href="#SkipIfCharacterHasSpEffect" class="selfref"><code>SkipIfCharacterHasSpEffect</code></a> <span class="sectioninfo">Instruction 1004[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m12_02_00_00, m12_09_00_00, m14_00_00_00, m16_00_00_00, m34_11_00_00, and 15 others</p>
<pre>SkipIfCharacterHasSpEffect(
    byte numberOfSkippedLines, 
    uint targetEntityId, 
    int spEffectId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHasSpEffect">CharacterHasSpEffect</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfCharacterHasSpEffect"><a href="#GotoIfCharacterHasSpEffect" class="selfref"><code>GotoIfCharacterHasSpEffect</code></a> <span class="sectioninfo">Instruction 1004[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m12_03_00_00, m12_09_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, and 13 others</p>
<pre>GotoIfCharacterHasSpEffect(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    uint targetEntityId, 
    int spEffectId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHasSpEffect">CharacterHasSpEffect</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfCharacterHasSpEffect"><a href="#EndIfCharacterHasSpEffect" class="selfref"><code>EndIfCharacterHasSpEffect</code></a> <span class="sectioninfo">Instruction 1004[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m14_00_00_00, m60_34_50_00, m60_35_44_00, m60_51_43_00, m60_52_52_00</p>
<pre>EndIfCharacterHasSpEffect(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    uint targetEntityId, 
    int spEffectId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHasSpEffect">CharacterHasSpEffect</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="SkipIfSpecialStandbyEndedFlag"><a href="#SkipIfSpecialStandbyEndedFlag" class="selfref"><code>SkipIfSpecialStandbyEndedFlag</code></a> <span class="sectioninfo">Instruction 1004[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SkipIfSpecialStandbyEndedFlag(
    byte numberOfSkippedLines, 
    uint targetEntityId, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState)</pre><p>Condition function: <code><a href="#SpecialStandbyEndedFlag">SpecialStandbyEndedFlag</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfSpecialStandbyEndedFlag"><a href="#GotoIfSpecialStandbyEndedFlag" class="selfref"><code>GotoIfSpecialStandbyEndedFlag</code></a> <span class="sectioninfo">Instruction 1004[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m60_54_56_00</p>
<pre>GotoIfSpecialStandbyEndedFlag(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    uint targetEntityId, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState)</pre><p>Condition function: <code><a href="#SpecialStandbyEndedFlag">SpecialStandbyEndedFlag</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfSpecialStandbyEndedFlag"><a href="#EndIfSpecialStandbyEndedFlag" class="selfref"><code>EndIfSpecialStandbyEndedFlag</code></a> <span class="sectioninfo">Instruction 1004[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m14_00_00_00, m16_00_00_00, m35_00_00_00, m39_20_00_00, and 46 others</p>
<pre>EndIfSpecialStandbyEndedFlag(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    uint targetEntityId, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState)</pre><p>Condition function: <code><a href="#SpecialStandbyEndedFlag">SpecialStandbyEndedFlag</a></code></p>
</div></section>
<h2 id="1005_Control_Flow_Asset"><a href="#1005_Control_Flow_Asset" class="selfref">1005 - Control Flow - Asset</a></h2>
<section class="instr unused">
<h3 id="WaitForAssetDestroyed"><a href="#WaitForAssetDestroyed" class="selfref"><code>WaitForAssetDestroyed</code></a> <span class="sectioninfo">Instruction 1005[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>WaitForAssetDestroyed(
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    uint targetAssetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetAssets)</pre></div></section>
<section class="instr condinstr">
<h3 id="SkipIfAssetDestroyed"><a href="#SkipIfAssetDestroyed" class="selfref"><code>SkipIfAssetDestroyed</code></a> <span class="sectioninfo">Instruction 1005[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m14_00_00_00, m34_13_00_00</p>
<pre>SkipIfAssetDestroyed(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    uint targetAssetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetAssets)</pre><p>Condition function: <code><a href="#AssetDestroyed">AssetDestroyed</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfAssetDestroyed"><a href="#EndIfAssetDestroyed" class="selfref"><code>EndIfAssetDestroyed</code></a> <span class="sectioninfo">Instruction 1005[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_34_42_00, m60_34_48_00, m60_35_50_00, m60_39_54_00, m60_51_36_00</p>
<pre>EndIfAssetDestroyed(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    uint targetAssetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetAssets)</pre><p>Condition function: <code><a href="#AssetDestroyed">AssetDestroyed</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfAssetDestroyed"><a href="#GotoIfAssetDestroyed" class="selfref"><code>GotoIfAssetDestroyed</code></a> <span class="sectioninfo">Instruction 1005[101]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m14_00_00_00</p>
<pre>GotoIfAssetDestroyed(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    uint targetAssetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetAssets)</pre><p>Condition function: <code><a href="#AssetDestroyed">AssetDestroyed</a></code></p>
</div></section>
<h2 id="1014_Control_Flow_Label"><a href="#1014_Control_Flow_Label" class="selfref">1014 - Control Flow - Label</a></h2>
<section class="instr condinstr">
<h3 id="Label0"><a href="#Label0" class="selfref"><code>Label0</code></a> <span class="sectioninfo">Instruction 1014[00]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label1"><a href="#Label1" class="selfref"><code>Label1</code></a> <span class="sectioninfo">Instruction 1014[01]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label2"><a href="#Label2" class="selfref"><code>Label2</code></a> <span class="sectioninfo">Instruction 1014[02]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label3"><a href="#Label3" class="selfref"><code>Label3</code></a> <span class="sectioninfo">Instruction 1014[03]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label4"><a href="#Label4" class="selfref"><code>Label4</code></a> <span class="sectioninfo">Instruction 1014[04]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label5"><a href="#Label5" class="selfref"><code>Label5</code></a> <span class="sectioninfo">Instruction 1014[05]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label6"><a href="#Label6" class="selfref"><code>Label6</code></a> <span class="sectioninfo">Instruction 1014[06]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label7"><a href="#Label7" class="selfref"><code>Label7</code></a> <span class="sectioninfo">Instruction 1014[07]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label8"><a href="#Label8" class="selfref"><code>Label8</code></a> <span class="sectioninfo">Instruction 1014[08]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label9"><a href="#Label9" class="selfref"><code>Label9</code></a> <span class="sectioninfo">Instruction 1014[09]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label10"><a href="#Label10" class="selfref"><code>Label10</code></a> <span class="sectioninfo">Instruction 1014[10]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label11"><a href="#Label11" class="selfref"><code>Label11</code></a> <span class="sectioninfo">Instruction 1014[11]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label12"><a href="#Label12" class="selfref"><code>Label12</code></a> <span class="sectioninfo">Instruction 1014[12]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label13"><a href="#Label13" class="selfref"><code>Label13</code></a> <span class="sectioninfo">Instruction 1014[13]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label14"><a href="#Label14" class="selfref"><code>Label14</code></a> <span class="sectioninfo">Instruction 1014[14]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label15"><a href="#Label15" class="selfref"><code>Label15</code></a> <span class="sectioninfo">Instruction 1014[15]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label16"><a href="#Label16" class="selfref"><code>Label16</code></a> <span class="sectioninfo">Instruction 1014[16]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label17"><a href="#Label17" class="selfref"><code>Label17</code></a> <span class="sectioninfo">Instruction 1014[17]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label18"><a href="#Label18" class="selfref"><code>Label18</code></a> <span class="sectioninfo">Instruction 1014[18]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label19"><a href="#Label19" class="selfref"><code>Label19</code></a> <span class="sectioninfo">Instruction 1014[19]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label20"><a href="#Label20" class="selfref"><code>Label20</code></a> <span class="sectioninfo">Instruction 1014[20]</span></h3>
</section>
<h2 id="2000_System"><a href="#2000_System" class="selfref">2000 - System</a></h2>
<section class="instr">
<h3 id="InitializeEvent"><a href="#InitializeEvent" class="selfref"><code>InitializeEvent</code></a> <span class="sectioninfo">Instruction 2000[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 256 others</p>
<pre>InitializeEvent(
    int eventSlotId, 
    uint eventId, 
    uint... parameters)</pre></div></section>
<section class="instr">
<h3 id="SetNetworkSyncState"><a href="#SetNetworkSyncState" class="selfref"><code>SetNetworkSyncState</code></a> <span class="sectioninfo">Instruction 2000[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_14_00_00, m35_00_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 116 others</p>
<pre>SetNetworkSyncState(
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableNetworkSync()</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Disabled</code></code></span></li>
<li><code>EnableNetworkSync()</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="ClearCompiledConditionGroupState"><a href="#ClearCompiledConditionGroupState" class="selfref"><code>ClearCompiledConditionGroupState</code></a> <span class="sectioninfo">Instruction 2000[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>ClearCompiledConditionGroupState(<span class="optarg">
    byte dummy = 0</span>)</pre></div></section>
<section class="instr">
<h3 id="SaveRequest"><a href="#SaveRequest" class="selfref"><code>SaveRequest</code></a> <span class="sectioninfo">Instruction 2000[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_01_00_00, m11_00_00_00, m11_71_00_00, m12_02_00_00, m12_03_00_00, m12_08_00_00, m12_09_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m35_00_00_00, and 30 others</p>
<pre>SaveRequest(<span class="optarg">
    byte dummy = 0</span>)</pre></div></section>
<section class="instr">
<h3 id="InitializeCommonEvent"><a href="#InitializeCommonEvent" class="selfref"><code>InitializeCommonEvent</code></a> <span class="sectioninfo">Instruction 2000[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 301 others</p>
<pre>InitializeCommonEvent(
    int unknown, 
    uint eventId, 
    uint... parameters)</pre></div></section>
<section class="instr">
<h3 id="StartPS5Activity"><a href="#StartPS5Activity" class="selfref"><code>StartPS5Activity</code></a> <span class="sectioninfo">Instruction 2000[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_00_00_00, m11_05_00_00, m60_42_40_00, m60_47_42_00</p>
<pre>StartPS5Activity(
    int activityId)</pre></div></section>
<section class="instr">
<h3 id="EndPS5Activity"><a href="#EndPS5Activity" class="selfref"><code>EndPS5Activity</code></a> <span class="sectioninfo">Instruction 2000[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>EndPS5Activity(
    int activityId)</pre></div></section>
<h2 id="2001_Timer"><a href="#2001_Timer" class="selfref">2001 - Timer</a></h2>
<section class="instr">
<h3 id="SetCurrentTime"><a href="#SetCurrentTime" class="selfref"><code>SetCurrentTime</code></a> <span class="sectioninfo">Instruction 2001[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_01_00_00, m18_00_00_00, m60_42_36_00, m60_51_36_00, m60_52_38_00</p>
<pre>SetCurrentTime(
    byte hours, 
    byte minutes, 
    byte seconds, 
    bool fadeTransition, 
    bool shouldWaitForCompletion, 
    bool showClock, 
    float clockStartupDelayS, 
    float clockMoveTimeS, 
    float clockFinishDelayS)</pre></div></section>
<section class="instr">
<h3 id="FreezeTime"><a href="#FreezeTime" class="selfref"><code>FreezeTime</code></a> <span class="sectioninfo">Instruction 2001[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m18_00_00_00, m60_52_38_00</p>
<pre>FreezeTime(
    bool shouldFreeze)</pre></div></section>
<h2 id="2002_Cutscene"><a href="#2002_Cutscene" class="selfref">2002 - Cutscene</a></h2>
<section class="instr">
<h3 id="PlayCutsceneToAll"><a href="#PlayCutsceneToAll" class="selfref"><code>PlayCutsceneToAll</code></a> <span class="sectioninfo">Instruction 2002[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00</p>
<pre>PlayCutsceneToAll(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod)</pre></div></section>
<section class="instr">
<h3 id="PlayCutsceneToPlayer"><a href="#PlayCutsceneToPlayer" class="selfref"><code>PlayCutsceneToPlayer</code></a> <span class="sectioninfo">Instruction 2002[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m35_00_00_00, m60_35_42_00, m60_37_54_00, m60_50_38_00, m60_51_36_00, m60_52_52_00</p>
<pre>PlayCutsceneToPlayer(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    uint playerEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="PlayCutsceneToPlayerUnknown200204"><a href="#PlayCutsceneToPlayerUnknown200204" class="selfref"><code>PlayCutsceneToPlayerUnknown200204</code></a> <span class="sectioninfo">Instruction 2002[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayCutsceneToPlayerUnknown200204(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    uint areaEntityId, 
    int unknownc, 
    uint playerEntityId, 
    int unknown14)</pre></div></section>
<section class="instr unused">
<h3 id="PlayCutsceneToPlayerUnknown200209"><a href="#PlayCutsceneToPlayerUnknown200209" class="selfref"><code>PlayCutsceneToPlayerUnknown200209</code></a> <span class="sectioninfo">Instruction 2002[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayCutsceneToPlayerUnknown200209(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    int unknown8, 
    int unknownc, 
    uint playerEntityId, 
    int unknown14, 
    byte unknown18, 
    byte unknown19, 
    float unknown1c, 
    byte unknown20, 
    byte unknown21, 
    byte unknown22, 
    byte unknown23)</pre></div></section>
<section class="instr">
<h3 id="PlayCutsceneToPlayerWithWeatherAndTime"><a href="#PlayCutsceneToPlayerWithWeatherAndTime" class="selfref"><code>PlayCutsceneToPlayerWithWeatherAndTime</code></a> <span class="sectioninfo">Instruction 2002[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_01_00_00</p>
<pre>PlayCutsceneToPlayerWithWeatherAndTime(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    uint playerEntityId, 
    bool shouldChangeWeather, 
    sbyte&lt;<a href="#Weather">Weather</a>&gt; weather, 
    float weatherLifespanSeconds, 
    bool shouldChangeTime, 
    byte hours, 
    byte minutes, 
    byte seconds)</pre></div></section>
<section class="instr">
<h3 id="PlayCutsceneToPlayerAndWarp"><a href="#PlayCutsceneToPlayerAndWarp" class="selfref"><code>PlayCutsceneToPlayerAndWarp</code></a> <span class="sectioninfo">Instruction 2002[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m31_00_00_00, m34_11_00_00, m35_00_00_00, m60_35_42_00, m60_37_54_00</p>
<pre>PlayCutsceneToPlayerAndWarp(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    uint areaEntityId, 
    int mapId, 
    uint playerEntityId, 
    int unknown14, 
    bool unknown18)</pre></div></section>
<section class="instr">
<h3 id="PlayCutsceneToPlayerAndWarpWithWeatherAndTime"><a href="#PlayCutsceneToPlayerAndWarpWithWeatherAndTime" class="selfref"><code>PlayCutsceneToPlayerAndWarpWithWeatherAndTime</code></a> <span class="sectioninfo">Instruction 2002[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_01_00_00, m13_00_00_00</p>
<pre>PlayCutsceneToPlayerAndWarpWithWeatherAndTime(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    uint areaEntityId, 
    int mapId, 
    uint playerEntityId, 
    int unknown14, 
    bool unknown18, 
    bool shouldChangeWeather, 
    sbyte&lt;<a href="#Weather">Weather</a>&gt; weather, 
    float weatherLifespanSeconds, 
    bool shouldChangeTime, 
    byte hours, 
    byte minutes, 
    byte seconds)</pre></div></section>
<section class="instr">
<h3 id="PlayCutsceneToPlayerAndWarpWithStablePositionUpdate"><a href="#PlayCutsceneToPlayerAndWarpWithStablePositionUpdate" class="selfref"><code>PlayCutsceneToPlayerAndWarpWithStablePositionUpdate</code></a> <span class="sectioninfo">Instruction 2002[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m19_00_00_00, m60_52_52_00</p>
<pre>PlayCutsceneToPlayerAndWarpWithStablePositionUpdate(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    uint areaEntityId, 
    int mapId, 
    uint playerEntityId, 
    int unknown14, 
    bool unknown18, 
    bool shouldUpdateStablePosition)</pre></div></section>
<h2 id="2003_Event"><a href="#2003_Event" class="selfref">2003 - Event</a></h2>
<section class="instr">
<h3 id="SetGeneratorState"><a href="#SetGeneratorState" class="selfref"><code>SetGeneratorState</code></a> <span class="sectioninfo">Instruction 2003[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_01_00_00, m14_00_00_00, m15_00_00_00, m35_00_00_00, and 13 others</p>
<pre>SetGeneratorState(
    uint generatorEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableGenerator(uint generatorEntityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Disabled</code></code></span></li>
<li><code>EnableGenerator(uint generatorEntityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="AwardItemLot"><a href="#AwardItemLot" class="selfref"><code>AwardItemLot</code></a> <span class="sectioninfo">Instruction 2003[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_01_00_00, m11_00_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m30_10_00_00, m31_00_00_00, m60_37_49_00, m60_44_38_00, m60_44_38_10</p>
<pre>AwardItemLot(
    int itemLotId)</pre></div></section>
<section class="instr">
<h3 id="ShootBullet"><a href="#ShootBullet" class="selfref"><code>ShootBullet</code></a> <span class="sectioninfo">Instruction 2003[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m12_03_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, and 37 others</p>
<pre>ShootBullet(
    uint bulletTeamEntityId, 
    uint bulletProducerEntityId, 
    int dummypolyId, 
    int behaviorId, 
    int firingAngleX, 
    int firingAngleY, 
    int firingAngleZ)</pre></div></section>
<section class="instr unused">
<h3 id="ChangeMapHitEnableState"><a href="#ChangeMapHitEnableState" class="selfref"><code>ChangeMapHitEnableState</code></a> <span class="sectioninfo">Instruction 2003[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ChangeMapHitEnableState(
    uint entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableMapHit(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Disabled</code></code></span></li>
<li><code>EnableMapHit(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr unused">
<h3 id="SetMapVisibility"><a href="#SetMapVisibility" class="selfref"><code>SetMapVisibility</code></a> <span class="sectioninfo">Instruction 2003[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetMapVisibility(
    uint entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableMapVisibility(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Disabled</code></code></span></li>
<li><code>EnableMapVisibility(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr unused">
<h3 id="SetEventState"><a href="#SetEventState" class="selfref"><code>SetEventState</code></a> <span class="sectioninfo">Instruction 2003[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetEventState(
    uint eventId, 
    int eventSlotId, 
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; eventState)</pre></div></section>
<section class="instr unused">
<h3 id="InvertEventFlag"><a href="#InvertEventFlag" class="selfref"><code>InvertEventFlag</code></a> <span class="sectioninfo">Instruction 2003[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>InvertEventFlag(
    uint eventFlagId)</pre></div></section>
<section class="instr">
<h3 id="DisplayBossHealthBar"><a href="#DisplayBossHealthBar" class="selfref"><code>DisplayBossHealthBar</code></a> <span class="sectioninfo">Instruction 2003[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 65 others</p>
<pre>DisplayBossHealthBar(
    sbyte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled, 
    uint entityId, 
    short slotNumber, 
    int nameId)</pre></div></section>
<section class="instr">
<h3 id="HandleBossDefeatAndDisplayBanner"><a href="#HandleBossDefeatAndDisplayBanner" class="selfref"><code>HandleBossDefeatAndDisplayBanner</code></a> <span class="sectioninfo">Instruction 2003[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 69 others</p>
<pre>HandleBossDefeatAndDisplayBanner(
    uint entityId, 
    byte&lt;<a href="#TextBannerType">TextBannerType</a>&gt; bannerType)</pre></div></section>
<section class="instr">
<h3 id="ModifyNavimeshConnectionBitflag"><a href="#ModifyNavimeshConnectionBitflag" class="selfref"><code>ModifyNavimeshConnectionBitflag</code></a> <span class="sectioninfo">Instruction 2003[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_04_00_00, m14_00_00_00, m32_08_00_00, m35_00_00_00, m60_39_54_00</p>
<pre>ModifyNavimeshConnectionBitflag(
    uint navimeshEntityId, 
    uint&lt;<a href="#NavimeshType">NavimeshType</a>&gt; navimeshType, 
    byte&lt;<a href="#BitopType">BitopType</a>&gt; typeBitOperation)</pre></div></section>
<section class="instr">
<h3 id="WarpPlayer"><a href="#WarpPlayer" class="selfref"><code>WarpPlayer</code></a> <span class="sectioninfo">Instruction 2003[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_10_00_00, m11_71_00_00, m12_03_00_00, m12_08_00_00, m12_09_00_00, m14_00_00_00, m16_00_00_00, m34_14_00_00, and 18 others</p>
<pre>WarpPlayer(
    byte areaId, 
    byte blockId, 
    byte regionId, 
    byte indexId, 
    uint initialAreaEntityId, 
    int subareaNamePopupMessageId)</pre></div></section>
<section class="instr unused">
<h3 id="HandleMinibossDefeat"><a href="#HandleMinibossDefeat" class="selfref"><code>HandleMinibossDefeat</code></a> <span class="sectioninfo">Instruction 2003[15]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>HandleMinibossDefeat(
    uint entityId)</pre></div></section>
<section class="instr">
<h3 id="TriggerMultiplayerEvent"><a href="#TriggerMultiplayerEvent" class="selfref"><code>TriggerMultiplayerEvent</code></a> <span class="sectioninfo">Instruction 2003[16]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m12_05_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m60_52_38_00</p>
<pre>TriggerMultiplayerEvent(
    uint multiplayerEventId)</pre></div></section>
<section class="instr">
<h3 id="RandomlySetEventFlagInRange"><a href="#RandomlySetEventFlagInRange" class="selfref"><code>RandomlySetEventFlagInRange</code></a> <span class="sectioninfo">Instruction 2003[17]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_10_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m19_00_00_00, and 17 others</p>
<pre>RandomlySetEventFlagInRange(
    uint eventFlagIdMin, 
    uint eventFlagIdMax, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; flagState)</pre></div></section>
<section class="instr">
<h3 id="ForceAnimationPlayback"><a href="#ForceAnimationPlayback" class="selfref"><code>ForceAnimationPlayback</code></a> <span class="sectioninfo">Instruction 2003[18]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 200 others</p>
<pre>ForceAnimationPlayback(
    uint entityId, 
    int animationId, 
    bool shouldLoop, 
    bool shouldWaitForCompletion, 
    bool ignoreWaitForTransition<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float numberOfTargetCharacters = 1</span>)</pre></div></section>
<section class="instr unused">
<h3 id="IncrementGameCycle"><a href="#IncrementGameCycle" class="selfref"><code>IncrementGameCycle</code></a> <span class="sectioninfo">Instruction 2003[21]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IncrementGameCycle(<span class="optarg">
    byte dummy = 0</span>)</pre></div></section>
<section class="instr">
<h3 id="BatchSetEventFlags"><a href="#BatchSetEventFlags" class="selfref"><code>BatchSetEventFlags</code></a> <span class="sectioninfo">Instruction 2003[22]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m60_51_43_00</p>
<pre>BatchSetEventFlags(
    uint eventFlagIdStart, 
    uint eventFlagIdEnd, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; flagState)</pre></div></section>
<section class="instr">
<h3 id="SetPlayerRespawnPoint"><a href="#SetPlayerRespawnPoint" class="selfref"><code>SetPlayerRespawnPoint</code></a> <span class="sectioninfo">Instruction 2003[23]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_01_00_00, m11_00_00_00, m11_71_00_00, m12_02_00_00, m12_03_00_00, m12_08_00_00, m12_09_00_00, m14_00_00_00, m18_00_00_00, m19_00_00_00, m60_34_50_00, m60_42_32_00, m60_43_36_00, m60_45_37_00, m60_45_37_10</p>
<pre>SetPlayerRespawnPoint(
    uint respawnAreaEntityId)</pre></div></section>
<section class="instr">
<h3 id="RemoveItemFromPlayer"><a href="#RemoveItemFromPlayer" class="selfref"><code>RemoveItemFromPlayer</code></a> <span class="sectioninfo">Instruction 2003[24]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_01_00_00, m15_00_00_00, m30_00_00_00, m32_04_00_00, m34_11_00_00, m60_33_46_00, m60_33_47_00, m60_34_47_00, m60_35_42_00, m60_37_49_00, m60_40_53_00</p>
<pre>RemoveItemFromPlayer(
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    int number)</pre></div></section>
<section class="instr">
<h3 id="PlaceNPCSummonSign"><a href="#PlaceNPCSummonSign" class="selfref"><code>PlaceNPCSummonSign</code></a> <span class="sectioninfo">Instruction 2003[25]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_47_41_00, m60_52_53_00</p>
<pre>PlaceNPCSummonSign(
    int&lt;<a href="#SummonSignType">SummonSignType</a>&gt; signType, 
    uint summonedNPCEntityId, 
    uint spawnAreaEntityId, 
    uint summonEventFlagId, 
    uint dismissalEventFlagId, 
    bool unknown)</pre></div></section>
<section class="instr unused">
<h3 id="SetVisibilityOfMessage"><a href="#SetVisibilityOfMessage" class="selfref"><code>SetVisibilityOfMessage</code></a> <span class="sectioninfo">Instruction 2003[26]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetVisibilityOfMessage(
    uint messageEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableMessageVisibility(uint messageEntityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Disabled</code></code></span></li>
<li><code>EnableMessageVisibility(uint messageEntityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="AwardAchievement"><a href="#AwardAchievement" class="selfref"><code>AwardAchievement</code></a> <span class="sectioninfo">Instruction 2003[28]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_71_00_00, m19_00_00_00</p>
<pre>AwardAchievement(
    int achievementId)</pre></div></section>
<section class="instr">
<h3 id="IncrementEventValue"><a href="#IncrementEventValue" class="selfref"><code>IncrementEventValue</code></a> <span class="sectioninfo">Instruction 2003[31]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_01_00_00, m11_10_00_00, m16_00_00_00, m60_34_50_00</p>
<pre>IncrementEventValue(
    uint baseEventFlagId, 
    uint numberOfUsedFlagBits, 
    uint maximumAllowedValue)</pre></div></section>
<section class="instr">
<h3 id="ClearEventValue"><a href="#ClearEventValue" class="selfref"><code>ClearEventValue</code></a> <span class="sectioninfo">Instruction 2003[32]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m16_00_00_00</p>
<pre>ClearEventValue(
    uint baseEventFlagId, 
    uint numberOfUsedFlagBits)</pre></div></section>
<section class="instr unused">
<h3 id="SetSnugglyNextTrade"><a href="#SetSnugglyNextTrade" class="selfref"><code>SetSnugglyNextTrade</code></a> <span class="sectioninfo">Instruction 2003[33]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetSnugglyNextTrade(
    uint eventFlagId)</pre></div></section>
<section class="instr unused">
<h3 id="SpawnSnugglyItem"><a href="#SpawnSnugglyItem" class="selfref"><code>SpawnSnugglyItem</code></a> <span class="sectioninfo">Instruction 2003[34]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SpawnSnugglyItem(
    int itemLotId, 
    uint placementAreaEntityId, 
    uint eventFlagId, 
    uint hitEntityId)</pre></div></section>
<section class="instr">
<h3 id="MoveBloodstainAndDroppedItems"><a href="#MoveBloodstainAndDroppedItems" class="selfref"><code>MoveBloodstainAndDroppedItems</code></a> <span class="sectioninfo">Instruction 2003[35]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m14_00_00_00, m19_00_00_00, m34_14_00_00, m60_39_53_00</p>
<pre>MoveBloodstainAndDroppedItems(
    uint sourceAreaEntityId, 
    uint destinationAreaEntityId)</pre></div></section>
<section class="instr">
<h3 id="AwardItemsIncludingClients"><a href="#AwardItemsIncludingClients" class="selfref"><code>AwardItemsIncludingClients</code></a> <span class="sectioninfo">Instruction 2003[36]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_05_00_00, m12_09_00_00, m18_00_00_00, m34_14_00_00, m35_00_00_00, and 22 others</p>
<pre>AwardItemsIncludingClients(
    int itemLotId)</pre></div></section>
<section class="instr">
<h3 id="EventValueOperation"><a href="#EventValueOperation" class="selfref"><code>EventValueOperation</code></a> <span class="sectioninfo">Instruction 2003[41]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_51_36_00</p>
<pre>EventValueOperation(
    uint baseEventFlagId, 
    uint numberOfUsedFlagBits, 
    int operand, 
    uint baseEventFlagIdOperand, 
    uint numberOfUsedEventFlagBitsOperand, 
    sbyte&lt;<a href="#CalculationType">CalculationType</a>&gt; calculationType)</pre></div></section>
<section class="instr">
<h3 id="StoreItemAmountHeldInEventValue"><a href="#StoreItemAmountHeldInEventValue" class="selfref"><code>StoreItemAmountHeldInEventValue</code></a> <span class="sectioninfo">Instruction 2003[42]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_10_00_00, m32_04_00_00</p>
<pre>StoreItemAmountHeldInEventValue(
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    uint baseEventFlagId, 
    uint numberOfUsedFlagBits)</pre></div></section>
<section class="instr">
<h3 id="DirectlyGivePlayerItem"><a href="#DirectlyGivePlayerItem" class="selfref"><code>DirectlyGivePlayerItem</code></a> <span class="sectioninfo">Instruction 2003[43]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m18_00_00_00, m34_11_00_00, and 28 others</p>
<pre>DirectlyGivePlayerItem(
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    uint baseEventFlagId, 
    uint numberOfUsedFlagBits)</pre></div></section>
<section class="instr unused">
<h3 id="ToggleDirectionDisplay"><a href="#ToggleDirectionDisplay" class="selfref"><code>ToggleDirectionDisplay</code></a> <span class="sectioninfo">Instruction 2003[44]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ToggleDirectionDisplay(
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr">
<h3 id="TriggerAISound"><a href="#TriggerAISound" class="selfref"><code>TriggerAISound</code></a> <span class="sectioninfo">Instruction 2003[52]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m14_00_00_00, and 11 others</p>
<pre>TriggerAISound(
    int aiSoundParamId, 
    uint entityId, 
    byte&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; originEntityType)</pre></div></section>
<section class="instr">
<h3 id="InvokeEnemyGenerator"><a href="#InvokeEnemyGenerator" class="selfref"><code>InvokeEnemyGenerator</code></a> <span class="sectioninfo">Instruction 2003[54]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_01_00_00, m12_09_00_00, m13_00_00_00, m30_01_00_00, m30_03_00_00, m30_08_00_00, m30_16_00_00, m60_39_52_00, m60_40_53_00</p>
<pre>InvokeEnemyGenerator(
    uint generatorEntityId)</pre></div></section>
<section class="instr">
<h3 id="BatchSetNetworkconnectedEventFlags"><a href="#BatchSetNetworkconnectedEventFlags" class="selfref"><code>BatchSetNetworkconnectedEventFlags</code></a> <span class="sectioninfo">Instruction 2003[63]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m12_03_00_00, m13_00_00_00, m16_00_00_00, m35_00_00_00, and 37 others</p>
<pre>BatchSetNetworkconnectedEventFlags(
    uint eventFlagIdStart, 
    uint eventFlagIdEnd, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; flagState)</pre></div></section>
<section class="instr unused">
<h3 id="SetOmissionModeCounts"><a href="#SetOmissionModeCounts" class="selfref"><code>SetOmissionModeCounts</code></a> <span class="sectioninfo">Instruction 2003[64]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetOmissionModeCounts(
    int level1Count, 
    int level2Count)</pre></div></section>
<section class="instr unused">
<h3 id="ResetOmissionModeCountsToDefault"><a href="#ResetOmissionModeCountsToDefault" class="selfref"><code>ResetOmissionModeCountsToDefault</code></a> <span class="sectioninfo">Instruction 2003[65]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ResetOmissionModeCountsToDefault()</pre></div></section>
<section class="instr">
<h3 id="SetEventFlag"><a href="#SetEventFlag" class="selfref"><code>SetEventFlag</code></a> <span class="sectioninfo">Instruction 2003[66]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 196 others</p>
<pre>SetEventFlag(
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint targetEventFlagId, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>SetEventFlagID(uint targetEventFlagId, byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState)</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventFlag</code></code></span></li>
<li><code>SetThisEvent(byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState)</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventID</code> and <code>targetEventFlagId = 0</code></code></span></li>
<li><code>SetThisEventSlot(byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState)</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventIDSlotNumber</code> and <code>targetEventFlagId = 0</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="ChangeWeather"><a href="#ChangeWeather" class="selfref"><code>ChangeWeather</code></a> <span class="sectioninfo">Instruction 2003[68]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_10_00_00, m12_03_00_00, m13_00_00_00, m14_00_00_00, m18_00_00_00, m34_10_00_00, m34_11_00_00, m34_14_00_00, m60_35_42_00, m60_35_47_00, m60_51_36_00, m60_52_38_00, m60_53_56_00, m60_54_56_00</p>
<pre>ChangeWeather(
    sbyte&lt;<a href="#Weather">Weather</a>&gt; weather, 
    float lifespanSeconds, 
    bool shouldSwitchImmediately)</pre></div></section>
<section class="instr">
<h3 id="SetNetworkconnectedEventFlag"><a href="#SetNetworkconnectedEventFlag" class="selfref"><code>SetNetworkconnectedEventFlag</code></a> <span class="sectioninfo">Instruction 2003[69]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_07_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 170 others</p>
<pre>SetNetworkconnectedEventFlag(
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint targetEventFlagId, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>SetNetworkconnectedEventFlagID(uint targetEventFlagId, byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState)</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventFlag</code></code></span></li>
<li><code>SetNetworkconnectedThisEvent(byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState)</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventID</code> and <code>targetEventFlagId = 0</code></code></span></li>
<li><code>SetNetworkconnectedThisEventSlot(byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState)</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventIDSlotNumber</code> and <code>targetEventFlagId = 0</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="TriggerAreaReload"><a href="#TriggerAreaReload" class="selfref"><code>TriggerAreaReload</code></a> <span class="sectioninfo">Instruction 2003[70]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>TriggerAreaReload(
    bool ignoreIsMyWorldCheck)</pre></div></section>
<section class="instr">
<h3 id="AwardGesture"><a href="#AwardGesture" class="selfref"><code>AwardGesture</code></a> <span class="sectioninfo">Instruction 2003[71]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_10_00_00, m16_00_00_00, m18_00_00_00, m31_00_00_00, m60_42_36_00, m60_51_36_00, m60_51_56_00</p>
<pre>AwardGesture(
    int gestureParamId)</pre></div></section>
<section class="instr">
<h3 id="ReduceBloodstainSouls"><a href="#ReduceBloodstainSouls" class="selfref"><code>ReduceBloodstainSouls</code></a> <span class="sectioninfo">Instruction 2003[72]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00</p>
<pre>ReduceBloodstainSouls(
    float decreaseRate, 
    int soulAmountSaveSlotId)</pre></div></section>
<section class="instr">
<h3 id="IncreaseEnemySoulDropAmount"><a href="#IncreaseEnemySoulDropAmount" class="selfref"><code>IncreaseEnemySoulDropAmount</code></a> <span class="sectioninfo">Instruction 2003[73]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00</p>
<pre>IncreaseEnemySoulDropAmount(
    uint entityId, 
    int fixedIncreaseAmount, 
    int soulAmountLoadSlotId)</pre></div></section>
<section class="instr">
<h3 id="IssueEndOfPseudoMultiplayerNotification"><a href="#IssueEndOfPseudoMultiplayerNotification" class="selfref"><code>IssueEndOfPseudoMultiplayerNotification</code></a> <span class="sectioninfo">Instruction 2003[74]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_10_00_00, m14_00_00_00, m60_42_39_00</p>
<pre>IssueEndOfPseudoMultiplayerNotification(
    bool success)</pre></div></section>
<section class="instr">
<h3 id="UseFarviewCamera"><a href="#UseFarviewCamera" class="selfref"><code>UseFarviewCamera</code></a> <span class="sectioninfo">Instruction 2003[75]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>UseFarviewCamera(
    uint farviewId, 
    uint assetEntityId, 
    int dummypolyId)</pre></div></section>
<section class="instr">
<h3 id="SetPlayerPositionDisplay"><a href="#SetPlayerPositionDisplay" class="selfref"><code>SetPlayerPositionDisplay</code></a> <span class="sectioninfo">Instruction 2003[76]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_10_00_00, m14_00_00_00, m19_00_00_00, m34_14_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00</p>
<pre>SetPlayerPositionDisplay(
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state, 
    bool aboveground, 
    byte areaId, 
    byte blockId, 
    byte regionId, 
    byte indexId, 
    float x, 
    float y, 
    float z)</pre></div></section>
<section class="instr">
<h3 id="SetPsuedoMultiplayerReturnPosition"><a href="#SetPsuedoMultiplayerReturnPosition" class="selfref"><code>SetPsuedoMultiplayerReturnPosition</code></a> <span class="sectioninfo">Instruction 2003[77]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_10_00_00, m14_00_00_00, m60_42_39_00</p>
<pre>SetPsuedoMultiplayerReturnPosition(
    uint areaEntityId)</pre></div></section>
<section class="instr">
<h3 id="OpenWorldMapPoint"><a href="#OpenWorldMapPoint" class="selfref"><code>OpenWorldMapPoint</code></a> <span class="sectioninfo">Instruction 2003[78]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_10_00_00</p>
<pre>OpenWorldMapPoint(
    int worldMapPointParamId, 
    float distance)</pre></div></section>
<section class="instr">
<h3 id="SendNPCSummonHome"><a href="#SendNPCSummonHome" class="selfref"><code>SendNPCSummonHome</code></a> <span class="sectioninfo">Instruction 2003[79]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m13_00_00_00, m16_00_00_00, m60_43_36_00, m60_43_37_00</p>
<pre>SendNPCSummonHome(
    uint npcEntityId)</pre></div></section>
<section class="instr">
<h3 id="ShowTextOnLoadingScreen"><a href="#ShowTextOnLoadingScreen" class="selfref"><code>ShowTextOnLoadingScreen</code></a> <span class="sectioninfo">Instruction 2003[80]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_01_00_00</p>
<pre>ShowTextOnLoadingScreen(
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableTextOnLoadingScreen()</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableTextOnLoadingScreen()</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="RemoveGesture"><a href="#RemoveGesture" class="selfref"><code>RemoveGesture</code></a> <span class="sectioninfo">Instruction 2003[81]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>RemoveGesture(
    int gestureParamId)</pre></div></section>
<section class="instr">
<h3 id="DeleteNPCSummonSign"><a href="#DeleteNPCSummonSign" class="selfref"><code>DeleteNPCSummonSign</code></a> <span class="sectioninfo">Instruction 2003[82]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_47_41_00</p>
<pre>DeleteNPCSummonSign(
    uint npcEntityId)</pre></div></section>
<section class="instr">
<h3 id="Unknown200383"><a href="#Unknown200383" class="selfref"><code>Unknown200383</code></a> <span class="sectioninfo">Instruction 2003[83]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>Unknown200383(
    byte unknown)</pre></div></section>
<h2 id="2004_Character"><a href="#2004_Character" class="selfref">2004 - Character</a></h2>
<section class="instr">
<h3 id="SetCharacterAIState"><a href="#SetCharacterAIState" class="selfref"><code>SetCharacterAIState</code></a> <span class="sectioninfo">Instruction 2004[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 105 others</p>
<pre>SetCharacterAIState(
    uint entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableCharacterAI(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Disabled</code></code></span></li>
<li><code>EnableCharacterAI(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="SetCharacterTeamType"><a href="#SetCharacterTeamType" class="selfref"><code>SetCharacterTeamType</code></a> <span class="sectioninfo">Instruction 2004[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m35_00_00_00, m39_20_00_00, and 77 others</p>
<pre>SetCharacterTeamType(
    uint entityId, 
    byte&lt;<a href="#TeamType">TeamType</a>&gt; teamType)</pre></div></section>
<section class="instr">
<h3 id="ForceCharacterDeath"><a href="#ForceCharacterDeath" class="selfref"><code>ForceCharacterDeath</code></a> <span class="sectioninfo">Instruction 2004[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 113 others</p>
<pre>ForceCharacterDeath(
    uint entityId, 
    bool shouldReceiveRunes)</pre></div></section>
<section class="instr">
<h3 id="ChangeCharacterEnableState"><a href="#ChangeCharacterEnableState" class="selfref"><code>ChangeCharacterEnableState</code></a> <span class="sectioninfo">Instruction 2004[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 177 others</p>
<pre>ChangeCharacterEnableState(
    uint characterEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableCharacter(uint characterEntityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Disabled</code></code></span></li>
<li><code>EnableCharacter(uint characterEntityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="EzstateInstructionRequest"><a href="#EzstateInstructionRequest" class="selfref"><code>EzstateInstructionRequest</code></a> <span class="sectioninfo">Instruction 2004[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_05_00_00</p>
<pre>EzstateInstructionRequest(
    uint entityId, 
    int command, 
    byte slot)</pre></div></section>
<section class="instr">
<h3 id="CreateBulletOwner"><a href="#CreateBulletOwner" class="selfref"><code>CreateBulletOwner</code></a> <span class="sectioninfo">Instruction 2004[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m12_05_00_00, m12_09_00_00, m13_00_00_00, and 34 others</p>
<pre>CreateBulletOwner(
    uint entityId)</pre></div></section>
<section class="instr">
<h3 id="SetSpEffect"><a href="#SetSpEffect" class="selfref"><code>SetSpEffect</code></a> <span class="sectioninfo">Instruction 2004[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m34_12_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 137 others</p>
<pre>SetSpEffect(
    uint entityId, 
    int spEffectId)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterGravity"><a href="#SetCharacterGravity" class="selfref"><code>SetCharacterGravity</code></a> <span class="sectioninfo">Instruction 2004[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m34_12_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 49 others</p>
<pre>SetCharacterGravity(
    uint entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableCharacterGravity(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Disabled</code></code></span></li>
<li><code>EnableCharacterGravity(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="SetCharacterEventTarget"><a href="#SetCharacterEventTarget" class="selfref"><code>SetCharacterEventTarget</code></a> <span class="sectioninfo">Instruction 2004[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_04_00_00, m13_00_00_00, m32_11_00_00, m60_38_52_00, m60_41_51_00, m60_48_56_00, m60_49_54_00, m60_52_38_00</p>
<pre>SetCharacterEventTarget(
    uint entityId, 
    uint entityId2)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterImmortality"><a href="#SetCharacterImmortality" class="selfref"><code>SetCharacterImmortality</code></a> <span class="sectioninfo">Instruction 2004[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_03_00_00, m13_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m34_14_00_00, and 22 others</p>
<pre>SetCharacterImmortality(
    uint entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableCharacterImmortality(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Disabled</code></code></span></li>
<li><code>EnableCharacterImmortality(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="SetCharacterHome"><a href="#SetCharacterHome" class="selfref"><code>SetCharacterHome</code></a> <span class="sectioninfo">Instruction 2004[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_01_00_00, m12_02_00_00, m31_00_00_00, m31_10_00_00, m34_11_00_00, m35_00_00_00, m60_34_45_00, m60_51_36_00, m60_51_53_00</p>
<pre>SetCharacterHome(
    uint entityId, 
    uint areaEntityId)</pre></div></section>
<section class="instr">
<h3 id="RotateCharacter"><a href="#RotateCharacter" class="selfref"><code>RotateCharacter</code></a> <span class="sectioninfo">Instruction 2004[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m13_00_00_00, m16_00_00_00, and 22 others</p>
<pre>RotateCharacter(
    uint entityId, 
    uint relativeEntityId, 
    int playAnimationId, 
    bool shouldWaitForCompletion)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterInvincibility"><a href="#SetCharacterInvincibility" class="selfref"><code>SetCharacterInvincibility</code></a> <span class="sectioninfo">Instruction 2004[15]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m12_09_00_00, m18_00_00_00, m34_14_00_00, and 24 others</p>
<pre>SetCharacterInvincibility(
    uint entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableCharacterInvincibility(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Disabled</code></code></span></li>
<li><code>EnableCharacterInvincibility(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="ClearCharactersAITarget"><a href="#ClearCharactersAITarget" class="selfref"><code>ClearCharactersAITarget</code></a> <span class="sectioninfo">Instruction 2004[16]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m13_00_00_00, m18_00_00_00, m34_11_00_00, and 18 others</p>
<pre>ClearCharactersAITarget(
    uint entityId)</pre></div></section>
<section class="instr">
<h3 id="RequestCharacterAICommand"><a href="#RequestCharacterAICommand" class="selfref"><code>RequestCharacterAICommand</code></a> <span class="sectioninfo">Instruction 2004[17]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m13_00_00_00, m30_05_00_00, m31_15_00_00, m60_47_58_00, m60_49_38_00</p>
<pre>RequestCharacterAICommand(
    uint entityId, 
    int commandId, 
    byte slotNumber)</pre></div></section>
<section class="instr">
<h3 id="SetEventPoint"><a href="#SetEventPoint" class="selfref"><code>SetEventPoint</code></a> <span class="sectioninfo">Instruction 2004[18]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m13_00_00_00, m30_05_00_00, m31_15_00_00</p>
<pre>SetEventPoint(
    uint entityId, 
    uint relativeEntityId, 
    float reactionDistance)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterAIId"><a href="#SetCharacterAIId" class="selfref"><code>SetCharacterAIId</code></a> <span class="sectioninfo">Instruction 2004[19]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_02_00_00, m31_10_00_00, m31_15_00_00, m34_11_00_00</p>
<pre>SetCharacterAIId(
    uint entityId, 
    int aiId)</pre></div></section>
<section class="instr">
<h3 id="RequestCharacterAIReplan"><a href="#RequestCharacterAIReplan" class="selfref"><code>RequestCharacterAIReplan</code></a> <span class="sectioninfo">Instruction 2004[20]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m12_02_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m34_11_00_00, and 26 others</p>
<pre>RequestCharacterAIReplan(
    uint entityId)</pre></div></section>
<section class="instr">
<h3 id="ClearSpEffect"><a href="#ClearSpEffect" class="selfref"><code>ClearSpEffect</code></a> <span class="sectioninfo">Instruction 2004[21]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 67 others</p>
<pre>ClearSpEffect(
    uint entityId, 
    int spEffectId)</pre></div></section>
<section class="instr">
<h3 id="CreateNPCPart"><a href="#CreateNPCPart" class="selfref"><code>CreateNPCPart</code></a> <span class="sectioninfo">Instruction 2004[22]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m13_00_00_00, m15_00_00_00, m60_52_52_00</p>
<pre>CreateNPCPart(
    uint entityId, 
    short npcPartId, 
    short&lt;<a href="#NPCPartType">NPCPartType</a>&gt; npcPartGroupIdx, 
    int npcPartHP, 
    float damageCorrection, 
    float bodyDamageCompensation, 
    bool isInvincible, 
    bool startInStoppedState)</pre></div></section>
<section class="instr">
<h3 id="SetNPCPartHP"><a href="#SetNPCPartHP" class="selfref"><code>SetNPCPartHP</code></a> <span class="sectioninfo">Instruction 2004[23]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_52_52_00</p>
<pre>SetNPCPartHP(
    uint entityId, 
    int npcPartId, 
    int desiredHP, 
    bool shouldAllowHPAboveMaxHP)</pre></div></section>
<section class="instr">
<h3 id="SetNPCPartSEAndSFX"><a href="#SetNPCPartSEAndSFX" class="selfref"><code>SetNPCPartSEAndSFX</code></a> <span class="sectioninfo">Instruction 2004[24]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m13_00_00_00, m15_00_00_00</p>
<pre>SetNPCPartSEAndSFX(
    uint entityId, 
    int npcPartId, 
    int defenseMaterialSEId, 
    int defenseMaterialSFXId, 
    int unknowna, 
    int unknownb, 
    int unknownc)</pre></div></section>
<section class="instr unused">
<h3 id="SetNPCPartBulletDamageMultiplier"><a href="#SetNPCPartBulletDamageMultiplier" class="selfref"><code>SetNPCPartBulletDamageMultiplier</code></a> <span class="sectioninfo">Instruction 2004[25]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetNPCPartBulletDamageMultiplier(
    uint entityId, 
    int npcPartId, 
    float bulletDamageMultiplier)</pre></div></section>
<section class="instr">
<h3 id="ChangeCharacterDispmask"><a href="#ChangeCharacterDispmask" class="selfref"><code>ChangeCharacterDispmask</code></a> <span class="sectioninfo">Instruction 2004[26]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m15_00_00_00, m30_09_00_00, m60_35_42_00</p>
<pre>ChangeCharacterDispmask(
    uint entityId, 
    byte bitNumber, 
    byte&lt;<a href="#ONOFFCHANGE">ONOFFCHANGE</a>&gt; switchType)</pre></div></section>
<section class="instr">
<h3 id="ChangeCharacterHitmask"><a href="#ChangeCharacterHitmask" class="selfref"><code>ChangeCharacterHitmask</code></a> <span class="sectioninfo">Instruction 2004[27]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m30_09_00_00</p>
<pre>ChangeCharacterHitmask(
    uint characterEntityId, 
    byte bitNumber, 
    byte&lt;<a href="#ONOFFCHANGE">ONOFFCHANGE</a>&gt; switchType)</pre></div></section>
<section class="instr">
<h3 id="SetNetworkUpdateAuthority"><a href="#SetNetworkUpdateAuthority" class="selfref"><code>SetNetworkUpdateAuthority</code></a> <span class="sectioninfo">Instruction 2004[28]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m12_02_00_00, m12_03_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, and 14 others</p>
<pre>SetNetworkUpdateAuthority(
    uint entityId, 
    int&lt;<a href="#AuthorityLevel">AuthorityLevel</a>&gt; authorityLevel)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterBackreadState"><a href="#SetCharacterBackreadState" class="selfref"><code>SetCharacterBackreadState</code></a> <span class="sectioninfo">Instruction 2004[29]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_07_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m34_11_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 126 others</p>
<pre>SetCharacterBackreadState(
    uint entityId, 
    bool removed)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterHPBarDisplay"><a href="#SetCharacterHPBarDisplay" class="selfref"><code>SetCharacterHPBarDisplay</code></a> <span class="sectioninfo">Instruction 2004[30]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m13_00_00_00, m15_00_00_00, m18_00_00_00, m19_00_00_00, m35_00_00_00, m39_20_00_00, and 34 others</p>
<pre>SetCharacterHPBarDisplay(
    uint entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableCharacterHPBarDisplay(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Disabled</code></code></span></li>
<li><code>EnableCharacterHPBarDisplay(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="SetCharacterMaphit"><a href="#SetCharacterMaphit" class="selfref"><code>SetCharacterMaphit</code></a> <span class="sectioninfo">Instruction 2004[31]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m14_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 32 others</p>
<pre>SetCharacterMaphit(
    uint entityId, 
    bool disabled)</pre></div></section>
<section class="instr">
<h3 id="CreateReferredDamagePair"><a href="#CreateReferredDamagePair" class="selfref"><code>CreateReferredDamagePair</code></a> <span class="sectioninfo">Instruction 2004[33]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_05_00_00, m12_01_00_00, m13_00_00_00, m60_52_52_00, m60_52_56_00</p>
<pre>CreateReferredDamagePair(
    uint sourceEntityId, 
    uint targetEntityId)</pre></div></section>
<section class="instr">
<h3 id="SetNetworkUpdateRate"><a href="#SetNetworkUpdateRate" class="selfref"><code>SetNetworkUpdateRate</code></a> <span class="sectioninfo">Instruction 2004[34]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 69 others</p>
<pre>SetNetworkUpdateRate(
    uint entityId, 
    bool useFixedFrequency, 
    sbyte&lt;<a href="#CharacterUpdateFrequency">CharacterUpdateFrequency</a>&gt; updateFrequency)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterDefaultBackreadState"><a href="#SetCharacterDefaultBackreadState" class="selfref"><code>SetCharacterDefaultBackreadState</code></a> <span class="sectioninfo">Instruction 2004[35]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_05_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m18_00_00_00, m19_00_00_00, m34_14_00_00, and 11 others</p>
<pre>SetCharacterDefaultBackreadState(
    uint entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableCharacterDefaultBackread(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Disabled</code></code></span></li>
<li><code>EnableCharacterDefaultBackread(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="ForceCharacterTreasure"><a href="#ForceCharacterTreasure" class="selfref"><code>ForceCharacterTreasure</code></a> <span class="sectioninfo">Instruction 2004[37]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m35_00_00_00, and 73 others</p>
<pre>ForceCharacterTreasure(
    uint characterEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="BetrayCharactersCurrentCovenant"><a href="#BetrayCharactersCurrentCovenant" class="selfref"><code>BetrayCharactersCurrentCovenant</code></a> <span class="sectioninfo">Instruction 2004[38]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>BetrayCharactersCurrentCovenant(<span class="optarg">
    byte dummy = 0</span>)</pre></div></section>
<section class="instr">
<h3 id="ChangeCharacterCollisionState"><a href="#ChangeCharacterCollisionState" class="selfref"><code>ChangeCharacterCollisionState</code></a> <span class="sectioninfo">Instruction 2004[39]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 136 others</p>
<pre>ChangeCharacterCollisionState(
    uint entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableCharacterCollision(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Disabled</code></code></span></li>
<li><code>EnableCharacterCollision(uint entityId)</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="WarpCharacterAndSetFloor"><a href="#WarpCharacterAndSetFloor" class="selfref"><code>WarpCharacterAndSetFloor</code></a> <span class="sectioninfo">Instruction 2004[40]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m30_03_00_00, m30_10_00_00, m60_44_52_00, m60_44_52_10, m60_48_56_00, m60_49_54_00</p>
<pre>WarpCharacterAndSetFloor(
    uint entityId, 
    byte&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; warpType, 
    uint warpDestinationEntityId, 
    int dummypolyId, 
    uint warpDestinationHitEntityId)</pre></div></section>
<section class="instr">
<h3 id="IssueShortWarpRequest"><a href="#IssueShortWarpRequest" class="selfref"><code>IssueShortWarpRequest</code></a> <span class="sectioninfo">Instruction 2004[41]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m12_01_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, and 30 others</p>
<pre>IssueShortWarpRequest(
    uint entityId, 
    byte&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; warpType, 
    uint warpDestinationEntityId, 
    int dummypolyId)</pre></div></section>
<section class="instr">
<h3 id="WarpCharacterAndCopyFloor"><a href="#WarpCharacterAndCopyFloor" class="selfref"><code>WarpCharacterAndCopyFloor</code></a> <span class="sectioninfo">Instruction 2004[42]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m34_11_00_00, m34_14_00_00, and 26 others</p>
<pre>WarpCharacterAndCopyFloor(
    uint entityId, 
    byte&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; warpType, 
    uint warpDestinationEntityId, 
    int dummypolyId, 
    uint entityIdToCopyFloorFrom)</pre></div></section>
<section class="instr">
<h3 id="RequestCharacterAnimationReset"><a href="#RequestCharacterAnimationReset" class="selfref"><code>RequestCharacterAnimationReset</code></a> <span class="sectioninfo">Instruction 2004[43]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m30_10_00_00, m60_52_38_00</p>
<pre>RequestCharacterAnimationReset(
    uint characterEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre></div></section>
<section class="instr">
<h3 id="BonfirelikeRecovery"><a href="#BonfirelikeRecovery" class="selfref"><code>BonfirelikeRecovery</code></a> <span class="sectioninfo">Instruction 2004[47]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m18_00_00_00</p>
<pre>BonfirelikeRecovery()</pre></div></section>
<section class="instr">
<h3 id="ChangeCharactersCloth"><a href="#ChangeCharactersCloth" class="selfref"><code>ChangeCharactersCloth</code></a> <span class="sectioninfo">Instruction 2004[48]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>ChangeCharactersCloth(
    uint entityId, 
    byte bitNumber, 
    byte stateId)</pre></div></section>
<section class="instr">
<h3 id="ChangeCharacterPatrolBehavior"><a href="#ChangeCharacterPatrolBehavior" class="selfref"><code>ChangeCharacterPatrolBehavior</code></a> <span class="sectioninfo">Instruction 2004[49]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m12_02_00_00, m18_00_00_00, m39_20_00_00, and 18 others</p>
<pre>ChangeCharacterPatrolBehavior(
    uint characterEntityId, 
    uint patrolInformationEntityId)</pre></div></section>
<section class="instr">
<h3 id="SetLockOnPoint"><a href="#SetLockOnPoint" class="selfref"><code>SetLockOnPoint</code></a> <span class="sectioninfo">Instruction 2004[50]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m12_09_00_00, m13_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m34_11_00_00, and 27 others</p>
<pre>SetLockOnPoint(
    uint entityId, 
    int lockOnDummypolyId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; desiredState)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableLockOnPoint(uint entityId, int lockOnDummypolyId)</code>
<br/><span class="conddetails">Where <code><code>desiredState = Disabled</code></code></span></li>
<li><code>EnableLockOnPoint(uint entityId, int lockOnDummypolyId)</code>
<br/><span class="conddetails">Where <code><code>desiredState = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr unused">
<h3 id="ChangeCharacter"><a href="#ChangeCharacter" class="selfref"><code>ChangeCharacter</code></a> <span class="sectioninfo">Instruction 2004[52]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ChangeCharacter(
    int characterParamId)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterTalkRange"><a href="#SetCharacterTalkRange" class="selfref"><code>SetCharacterTalkRange</code></a> <span class="sectioninfo">Instruction 2004[55]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, and 21 others</p>
<pre>SetCharacterTalkRange(
    uint entityId, 
    float range)</pre></div></section>
<section class="instr">
<h3 id="ConnectCharacterToCaravan"><a href="#ConnectCharacterToCaravan" class="selfref"><code>ConnectCharacterToCaravan</code></a> <span class="sectioninfo">Instruction 2004[60]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_41_55_00</p>
<pre>ConnectCharacterToCaravan(
    uint characterEntityId, 
    uint caravanAssetEntityId)</pre></div></section>
<section class="instr">
<h3 id="Unknown200461"><a href="#Unknown200461" class="selfref"><code>Unknown200461</code></a> <span class="sectioninfo">Instruction 2004[61]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m18_00_00_00</p>
<pre>Unknown200461(
    int unknown)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterEnableDistance"><a href="#SetCharacterEnableDistance" class="selfref"><code>SetCharacterEnableDistance</code></a> <span class="sectioninfo">Instruction 2004[63]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_34_49_00, m60_47_41_00</p>
<pre>SetCharacterEnableDistance(
    uint characterEntityId, 
    float distance)</pre></div></section>
<section class="instr">
<h3 id="CopyPlayerCharacterData"><a href="#CopyPlayerCharacterData" class="selfref"><code>CopyPlayerCharacterData</code></a> <span class="sectioninfo">Instruction 2004[67]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_05_00_00, m12_02_00_00, m30_20_00_00</p>
<pre>CopyPlayerCharacterData(
    uint sourceCharacterEntityId, 
    uint targetCharacterEntityId)</pre></div></section>
<section class="instr">
<h3 id="AttachAssetToCharacter"><a href="#AttachAssetToCharacter" class="selfref"><code>AttachAssetToCharacter</code></a> <span class="sectioninfo">Instruction 2004[68]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m14_00_00_00, m19_00_00_00, m30_09_00_00, m60_49_55_00</p>
<pre>AttachAssetToCharacter(
    uint characterEntityId, 
    int dummypolyId, 
    uint assetEntityId)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterDisableOnHitUnload"><a href="#SetCharacterDisableOnHitUnload" class="selfref"><code>SetCharacterDisableOnHitUnload</code></a> <span class="sectioninfo">Instruction 2004[69]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_34_49_00, m60_47_41_00</p>
<pre>SetCharacterDisableOnHitUnload(
    uint characterEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableCharacterDisableOnHitUnload(uint characterEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableCharacterDisableOnHitUnload(uint characterEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="SetDistancebasedNetworkUpdateAuthority"><a href="#SetDistancebasedNetworkUpdateAuthority" class="selfref"><code>SetDistancebasedNetworkUpdateAuthority</code></a> <span class="sectioninfo">Instruction 2004[70]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_34_49_00, m60_35_43_00, m60_47_41_00, m60_52_38_00</p>
<pre>SetDistancebasedNetworkUpdateAuthority(
    uint characterEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableDistancebasedNetworkUpdateAuthority(uint characterEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableDistancebasedNetworkUpdateAuthority(uint characterEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="Unknown200471"><a href="#Unknown200471" class="selfref"><code>Unknown200471</code></a> <span class="sectioninfo">Instruction 2004[71]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>Unknown200471(
    sbyte unknown, 
    uint unknownEntityIdA, 
    uint unknownEntityIdB)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterFadeOnEnable"><a href="#SetCharacterFadeOnEnable" class="selfref"><code>SetCharacterFadeOnEnable</code></a> <span class="sectioninfo">Instruction 2004[73]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m19_00_00_00, m34_11_00_00, m34_14_00_00, m60_35_42_00, m60_35_43_00, m60_37_51_00, m60_41_52_00, m60_49_55_00, m60_52_38_00</p>
<pre>SetCharacterFadeOnEnable(
    uint characterEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableCharacterFadeOnEnable(uint characterEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableCharacterFadeOnEnable(uint characterEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="WarpCharacterAndCopyFloorWithFadeout"><a href="#WarpCharacterAndCopyFloorWithFadeout" class="selfref"><code>WarpCharacterAndCopyFloorWithFadeout</code></a> <span class="sectioninfo">Instruction 2004[74]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m12_02_00_00, m12_03_00_00, m13_00_00_00, m16_00_00_00, m19_00_00_00, m30_13_00_00, m34_14_00_00, m60_39_50_00, m60_42_33_00, m60_48_57_00, m60_51_37_00</p>
<pre>WarpCharacterAndCopyFloorWithFadeout(
    uint entityId, 
    byte&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; warpType, 
    uint warpDestinationEntityId, 
    int dummypolyId, 
    uint entityIdToCopyFloorFrom, 
    bool useBonfireEffect, 
    bool resetCamera)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterFaceParamOverride"><a href="#SetCharacterFaceParamOverride" class="selfref"><code>SetCharacterFaceParamOverride</code></a> <span class="sectioninfo">Instruction 2004[75]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_01_00_00</p>
<pre>SetCharacterFaceParamOverride(
    uint characterEntityId, 
    sbyte overrideSlot, 
    int faceParamId)</pre></div></section>
<section class="instr">
<h3 id="Unknown200476"><a href="#Unknown200476" class="selfref"><code>Unknown200476</code></a> <span class="sectioninfo">Instruction 2004[76]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m60_41_51_00, m60_48_51_00, m60_48_55_00</p>
<pre>Unknown200476(
    uint eventFlagId, 
    int itemLotId)</pre></div></section>
<section class="instr">
<h3 id="FadeToBlack"><a href="#FadeToBlack" class="selfref"><code>FadeToBlack</code></a> <span class="sectioninfo">Instruction 2004[77]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m12_03_00_00, m30_13_00_00, m31_00_00_00, m60_42_32_00, m60_43_36_00</p>
<pre>FadeToBlack(
    float fadeToBlackRatio, 
    float fadeToBlackTimeS, 
    bool freezePlayer, 
    float freezePlayerDelayS)</pre></div></section>
<section class="instr">
<h3 id="CopyCharacterDataFromOnlinePlayers"><a href="#CopyCharacterDataFromOnlinePlayers" class="selfref"><code>CopyCharacterDataFromOnlinePlayers</code></a> <span class="sectioninfo">Instruction 2004[78]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_03_00_00, m60_47_41_00</p>
<pre>CopyCharacterDataFromOnlinePlayers(
    sbyte poolType, 
    int fallbackCharacterParamId, 
    uint targetEntityId)</pre></div></section>
<section class="instr">
<h3 id="RequestCharacterDataFromOnlinePlayers"><a href="#RequestCharacterDataFromOnlinePlayers" class="selfref"><code>RequestCharacterDataFromOnlinePlayers</code></a> <span class="sectioninfo">Instruction 2004[79]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_03_00_00, m60_47_41_00</p>
<pre>RequestCharacterDataFromOnlinePlayers(
    sbyte poolType, 
    int unknown)</pre></div></section>
<section class="instr">
<h3 id="SendCharacterDataToOnlinePlayers"><a href="#SendCharacterDataToOnlinePlayers" class="selfref"><code>SendCharacterDataToOnlinePlayers</code></a> <span class="sectioninfo">Instruction 2004[80]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_47_41_00</p>
<pre>SendCharacterDataToOnlinePlayers(
    sbyte poolType)</pre></div></section>
<section class="instr">
<h3 id="ResetCharacterPosition"><a href="#ResetCharacterPosition" class="selfref"><code>ResetCharacterPosition</code></a> <span class="sectioninfo">Instruction 2004[81]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m14_00_00_00</p>
<pre>ResetCharacterPosition(
    uint characterEntityId)</pre></div></section>
<section class="instr">
<h3 id="SetSpecialStandbyEndedFlag"><a href="#SetSpecialStandbyEndedFlag" class="selfref"><code>SetSpecialStandbyEndedFlag</code></a> <span class="sectioninfo">Instruction 2004[83]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m14_00_00_00, m16_00_00_00, m35_00_00_00, m39_20_00_00, and 45 others</p>
<pre>SetSpecialStandbyEndedFlag(
    uint characterEntityId, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; flagState)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterEnableDistanceAndUnknown200484"><a href="#SetCharacterEnableDistanceAndUnknown200484" class="selfref"><code>SetCharacterEnableDistanceAndUnknown200484</code></a> <span class="sectioninfo">Instruction 2004[84]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m60_52_41_00</p>
<pre>SetCharacterEnableDistanceAndUnknown200484(
    uint characterEntityId, 
    float enableDistance, 
    float unknownDistance)</pre></div></section>
<h2 id="2005_Asset"><a href="#2005_Asset" class="selfref">2005 - Asset</a></h2>
<section class="instr">
<h3 id="RequestAssetDestruction"><a href="#RequestAssetDestruction" class="selfref"><code>RequestAssetDestruction</code></a> <span class="sectioninfo">Instruction 2005[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m16_00_00_00, m18_00_00_00, m34_13_00_00, m35_00_00_00, and 12 others</p>
<pre>RequestAssetDestruction(
    uint entityId, 
    sbyte slotNumber)</pre></div></section>
<section class="instr">
<h3 id="RequestAssetRestoration"><a href="#RequestAssetRestoration" class="selfref"><code>RequestAssetRestoration</code></a> <span class="sectioninfo">Instruction 2005[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_10_00_00, m14_00_00_00, m16_00_00_00, m34_13_00_00, m60_34_50_00, m60_35_50_00, m60_43_31_00, m60_45_37_00, m60_45_37_10, m60_50_38_00</p>
<pre>RequestAssetRestoration(
    uint entityId)</pre></div></section>
<section class="instr">
<h3 id="ChangeAssetEnableState"><a href="#ChangeAssetEnableState" class="selfref"><code>ChangeAssetEnableState</code></a> <span class="sectioninfo">Instruction 2005[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 102 others</p>
<pre>ChangeAssetEnableState(
    uint targetAssetEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableAsset(uint targetAssetEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableAsset(uint targetAssetEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="SetAssetTreasureState"><a href="#SetAssetTreasureState" class="selfref"><code>SetAssetTreasureState</code></a> <span class="sectioninfo">Instruction 2005[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m12_01_00_00, m12_03_00_00, m15_00_00_00, m16_00_00_00, m31_00_00_00, m35_00_00_00, m60_33_44_00, m60_39_53_00, m60_43_36_00, m60_48_57_00</p>
<pre>SetAssetTreasureState(
    uint targetAssetEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableAssetTreasure(uint targetAssetEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableAssetTreasure(uint targetAssetEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="InitializeObjAct"><a href="#InitializeObjAct" class="selfref"><code>InitializeObjAct</code></a> <span class="sectioninfo">Instruction 2005[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>InitializeObjAct(
    uint entityId, 
    int objactParamId, 
    int relativeTargetIdx)</pre></div></section>
<section class="instr">
<h3 id="SetObjActState"><a href="#SetObjActState" class="selfref"><code>SetObjActState</code></a> <span class="sectioninfo">Instruction 2005[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_02_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, m34_11_00_00, m35_00_00_00, and 36 others</p>
<pre>SetObjActState(
    uint entityId, 
    int objactParamId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableObjAct(uint entityId, int objactParamId)</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableObjAct(uint entityId, int objactParamId)</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="ReproduceAssetAnimation"><a href="#ReproduceAssetAnimation" class="selfref"><code>ReproduceAssetAnimation</code></a> <span class="sectioninfo">Instruction 2005[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_10_00_00, m12_01_00_00, m14_00_00_00, m16_00_00_00, m34_11_00_00, m35_00_00_00, and 13 others</p>
<pre>ReproduceAssetAnimation(
    uint targetAssetEntityId, 
    int animationId)</pre></div></section>
<section class="instr">
<h3 id="ReproduceAssetDestruction"><a href="#ReproduceAssetDestruction" class="selfref"><code>ReproduceAssetDestruction</code></a> <span class="sectioninfo">Instruction 2005[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_42_38_00, m60_43_36_00</p>
<pre>ReproduceAssetDestruction(
    uint entityId, 
    sbyte slotNumber)</pre></div></section>
<section class="instr">
<h3 id="CreateDamagingAsset"><a href="#CreateDamagingAsset" class="selfref"><code>CreateDamagingAsset</code></a> <span class="sectioninfo">Instruction 2005[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m14_00_00_00, m18_00_00_00, m30_01_00_00, m30_07_00_00, m30_09_00_00, m30_10_00_00, m60_39_54_00, m60_40_54_00, m60_44_36_00, m60_44_36_10, m60_51_36_00</p>
<pre>CreateDamagingAsset(
    uint eventFlagId, 
    uint entityId, 
    int dummypolyId, 
    int behaviorId, 
    int&lt;<a href="#DamageTargetType">DamageTargetType</a>&gt; target, 
    float radius, 
    float lifespan, 
    float repetitionTimeS)</pre></div></section>
<section class="instr">
<h3 id="WarpAssetToCharacter"><a href="#WarpAssetToCharacter" class="selfref"><code>WarpAssetToCharacter</code></a> <span class="sectioninfo">Instruction 2005[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m12_05_00_00, m16_00_00_00, m30_01_00_00, m30_07_00_00, m35_00_00_00, m60_37_42_00, m60_38_50_00, m60_38_51_00, m60_39_52_00, m60_47_58_00</p>
<pre>WarpAssetToCharacter(
    uint entityId, 
    uint characterEntityId, 
    short dummypolyId)</pre></div></section>
<section class="instr">
<h3 id="DeleteAssetEvent"><a href="#DeleteAssetEvent" class="selfref"><code>DeleteAssetEvent</code></a> <span class="sectioninfo">Instruction 2005[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m18_00_00_00, m30_01_00_00, m30_07_00_00, m30_09_00_00, m30_10_00_00, m60_51_36_00</p>
<pre>DeleteAssetEvent(
    uint eventFlagId)</pre></div></section>
<section class="instr">
<h3 id="SetAssetInvulnerability"><a href="#SetAssetInvulnerability" class="selfref"><code>SetAssetInvulnerability</code></a> <span class="sectioninfo">Instruction 2005[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_05_00_00, m11_10_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, and 16 others</p>
<pre>SetAssetInvulnerability(
    uint targetAssetEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableAssetInvunerability(uint targetAssetEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableAssetInvunerability(uint targetAssetEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="SetObjActStateAssignIdx"><a href="#SetObjActStateAssignIdx" class="selfref"><code>SetObjActStateAssignIdx</code></a> <span class="sectioninfo">Instruction 2005[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00</p>
<pre>SetObjActStateAssignIdx(
    uint entityId, 
    int objactParamId, 
    int relativeTargetIdx, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableObjActAssignIdx(uint entityId, int objactParamId, int relativeTargetIdx)</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableObjActAssignIdx(uint entityId, int objactParamId, int relativeTargetIdx)</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr unused">
<h3 id="RerollAssetTreasure"><a href="#RerollAssetTreasure" class="selfref"><code>RerollAssetTreasure</code></a> <span class="sectioninfo">Instruction 2005[15]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>RerollAssetTreasure(
    uint targetAssetEntityId)</pre></div></section>
<section class="instr">
<h3 id="AttachCaravanToController"><a href="#AttachCaravanToController" class="selfref"><code>AttachCaravanToController</code></a> <span class="sectioninfo">Instruction 2005[17]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>AttachCaravanToController(
    uint caravanAssetEntityId, 
    uint characterEntityId)</pre></div></section>
<section class="instr">
<h3 id="AttachAssetToAsset"><a href="#AttachAssetToAsset" class="selfref"><code>AttachAssetToAsset</code></a> <span class="sectioninfo">Instruction 2005[18]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_40_52_00, m60_40_53_00</p>
<pre>AttachAssetToAsset(
    uint childAssetEntityId, 
    uint parentAssetEntityId, 
    int parentDummypolyId)</pre></div></section>
<section class="instr">
<h3 id="CreateBigDamagingAsset"><a href="#CreateBigDamagingAsset" class="selfref"><code>CreateBigDamagingAsset</code></a> <span class="sectioninfo">Instruction 2005[20]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m30_07_00_00, m60_51_36_00</p>
<pre>CreateBigDamagingAsset(
    uint eventFlagId, 
    uint entityId, 
    int startingDummypolyId, 
    int endingDummypolyId, 
    int behaviorId, 
    int&lt;<a href="#DamageTargetType">DamageTargetType</a>&gt; target, 
    float radius, 
    float lifespan, 
    float repetitionTimeS)</pre></div></section>
<h2 id="2006_SFX"><a href="#2006_SFX" class="selfref">2006 - SFX</a></h2>
<section class="instr">
<h3 id="DeleteMapSFX"><a href="#DeleteMapSFX" class="selfref"><code>DeleteMapSFX</code></a> <span class="sectioninfo">Instruction 2006[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m11_10_00_00, m12_04_00_00, m12_05_00_00, m14_00_00_00, m16_00_00_00, m30_10_00_00, m30_17_00_00, m45_00_00_00, m60_37_54_00, m60_39_52_00, m60_39_53_00, m60_40_50_00, m60_40_53_00, m60_41_38_00, m60_41_50_00, m60_45_33_00</p>
<pre>DeleteMapSFX(
    uint entityId, 
    bool onlyDeleteRoot)</pre></div></section>
<section class="instr">
<h3 id="SpawnMapSFX"><a href="#SpawnMapSFX" class="selfref"><code>SpawnMapSFX</code></a> <span class="sectioninfo">Instruction 2006[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m12_04_00_00, m12_05_00_00, m14_00_00_00, m16_00_00_00, m30_10_00_00, m30_17_00_00, m60_37_54_00, m60_39_52_00, m60_39_53_00, m60_39_54_00, m60_40_53_00, m60_45_33_00</p>
<pre>SpawnMapSFX(
    uint entityId)</pre></div></section>
<section class="instr">
<h3 id="SpawnOneshotSFX"><a href="#SpawnOneshotSFX" class="selfref"><code>SpawnOneshotSFX</code></a> <span class="sectioninfo">Instruction 2006[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m34_11_00_00, m34_14_00_00, m35_00_00_00, and 21 others</p>
<pre>SpawnOneshotSFX(
    int&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; targetEntityType, 
    uint entityId, 
    int dummypolyId, 
    int sfxId)</pre></div></section>
<section class="instr">
<h3 id="CreateAssetfollowingSFX"><a href="#CreateAssetfollowingSFX" class="selfref"><code>CreateAssetfollowingSFX</code></a> <span class="sectioninfo">Instruction 2006[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 63 others</p>
<pre>CreateAssetfollowingSFX(
    uint assetEntityId, 
    int dummypolyId, 
    int sfxId)</pre></div></section>
<section class="instr">
<h3 id="DeleteAssetfollowingSFX"><a href="#DeleteAssetfollowingSFX" class="selfref"><code>DeleteAssetfollowingSFX</code></a> <span class="sectioninfo">Instruction 2006[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 59 others</p>
<pre>DeleteAssetfollowingSFX(
    uint assetEntityId, 
    bool shouldDeleteRoot)</pre></div></section>
<section class="instr">
<h3 id="SetWindSFX"><a href="#SetWindSFX" class="selfref"><code>SetWindSFX</code></a> <span class="sectioninfo">Instruction 2006[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_01_00_00, m60</p>
<pre>SetWindSFX(
    int windSFXId)</pre></div></section>
<h2 id="2007_Message"><a href="#2007_Message" class="selfref">2007 - Message</a></h2>
<section class="instr">
<h3 id="DisplayGenericDialog"><a href="#DisplayGenericDialog" class="selfref"><code>DisplayGenericDialog</code></a> <span class="sectioninfo">Instruction 2007[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m14_00_00_00, m34_11_00_00, m34_14_00_00, m35_00_00_00, and 35 others</p>
<pre>DisplayGenericDialog(
    int messageId, 
    short&lt;<a href="#PromptType">PromptType</a>&gt; dialogType, 
    short&lt;<a href="#NumberofOptions">NumberofOptions</a>&gt; numberOfOptions, 
    uint entityId, 
    float displayDistance)</pre></div></section>
<section class="instr">
<h3 id="DisplayBanner"><a href="#DisplayBanner" class="selfref"><code>DisplayBanner</code></a> <span class="sectioninfo">Instruction 2007[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_00_00_00, m11_10_00_00, m14_00_00_00, m60_42_39_00</p>
<pre>DisplayBanner(
    byte&lt;<a href="#TextBannerType">TextBannerType</a>&gt; bannerType)</pre></div></section>
<section class="instr unused">
<h3 id="DisplayStatusMessage"><a href="#DisplayStatusMessage" class="selfref"><code>DisplayStatusMessage</code></a> <span class="sectioninfo">Instruction 2007[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>DisplayStatusMessage(
    int messageId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; padState)</pre></div></section>
<section class="instr">
<h3 id="DisplayBlinkingMessage"><a href="#DisplayBlinkingMessage" class="selfref"><code>DisplayBlinkingMessage</code></a> <span class="sectioninfo">Instruction 2007[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_50_40_00, m60_52_38_00</p>
<pre>DisplayBlinkingMessage(
    int messageId)</pre></div></section>
<section class="instr">
<h3 id="DisplayFullScreenMessage"><a href="#DisplayFullScreenMessage" class="selfref"><code>DisplayFullScreenMessage</code></a> <span class="sectioninfo">Instruction 2007[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m18_00_00_00</p>
<pre>DisplayFullScreenMessage(
    int messageId)</pre></div></section>
<section class="instr">
<h3 id="DisplayGenericDialogAndSetEventFlags"><a href="#DisplayGenericDialogAndSetEventFlags" class="selfref"><code>DisplayGenericDialogAndSetEventFlags</code></a> <span class="sectioninfo">Instruction 2007[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_10_00_00, m12_02_00_00, m12_03_00_00, m14_00_00_00, m16_00_00_00, and 15 others</p>
<pre>DisplayGenericDialogAndSetEventFlags(
    int messageId, 
    short&lt;<a href="#PromptType">PromptType</a>&gt; dialogType, 
    short&lt;<a href="#NumberofOptions">NumberofOptions</a>&gt; numberOfOptions, 
    uint entityId, 
    float displayDistance, 
    uint leftResponseEventFlagId, 
    uint rightResponseEventFlagId, 
    uint cancelResponseEventFlagId)</pre></div></section>
<section class="instr">
<h3 id="DisplayBlinkingMessageWithPriority"><a href="#DisplayBlinkingMessageWithPriority" class="selfref"><code>DisplayBlinkingMessageWithPriority</code></a> <span class="sectioninfo">Instruction 2007[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m16_00_00_00, m60_43_38_00</p>
<pre>DisplayBlinkingMessageWithPriority(
    int messageId, 
    short priority, 
    bool shouldInterrupt)</pre></div></section>
<section class="instr">
<h3 id="DisplaySubareaWelcomeMessage"><a href="#DisplaySubareaWelcomeMessage" class="selfref"><code>DisplaySubareaWelcomeMessage</code></a> <span class="sectioninfo">Instruction 2007[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>DisplaySubareaWelcomeMessage(
    int messageId)</pre></div></section>
<section class="instr">
<h3 id="DisplayAreaWelcomeMessage"><a href="#DisplayAreaWelcomeMessage" class="selfref"><code>DisplayAreaWelcomeMessage</code></a> <span class="sectioninfo">Instruction 2007[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_01_00_00, m11_05_00_00, m12_02_00_00, m12_03_00_00</p>
<pre>DisplayAreaWelcomeMessage(
    int messageId)</pre></div></section>
<section class="instr">
<h3 id="ShowTutorialPopup"><a href="#ShowTutorialPopup" class="selfref"><code>ShowTutorialPopup</code></a> <span class="sectioninfo">Instruction 2007[15]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m18_00_00_00, and 33 others</p>
<pre>ShowTutorialPopup(
    int tutorialParamId, 
    bool unknown, 
    bool unknown)</pre></div></section>
<section class="instr">
<h3 id="DisplayNetworkMessage"><a href="#DisplayNetworkMessage" class="selfref"><code>DisplayNetworkMessage</code></a> <span class="sectioninfo">Instruction 2007[16]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m12_03_00_00, m60</p>
<pre>DisplayNetworkMessage(
    int networkMessageId, 
    bool unknown)</pre></div></section>
<h2 id="2008_Camera"><a href="#2008_Camera" class="selfref">2008 - Camera</a></h2>
<section class="instr">
<h3 id="ChangeCamera"><a href="#ChangeCamera" class="selfref"><code>ChangeCamera</code></a> <span class="sectioninfo">Instruction 2008[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_05_00_00, m12_01_00_00, m13_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00</p>
<pre>ChangeCamera(
    int normalCameraId, 
    int lockedCameraId)</pre></div></section>
<section class="instr">
<h3 id="SetCameraVibration"><a href="#SetCameraVibration" class="selfref"><code>SetCameraVibration</code></a> <span class="sectioninfo">Instruction 2008[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_01_00_00</p>
<pre>SetCameraVibration(
    int vibrationId, 
    int&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; targetEntityType, 
    uint entityId, 
    int dummypolyId, 
    float decayStartDistance, 
    float decayEndDistance)</pre></div></section>
<section class="instr">
<h3 id="SetLockcamSlotNumber"><a href="#SetLockcamSlotNumber" class="selfref"><code>SetLockcamSlotNumber</code></a> <span class="sectioninfo">Instruction 2008[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_03_00_00, m16_00_00_00</p>
<pre>SetLockcamSlotNumber(
    byte areaId, 
    byte blockId, 
    ushort lockcamSlotNumber)</pre></div></section>
<section class="instr">
<h3 id="SetCameraAngle"><a href="#SetCameraAngle" class="selfref"><code>SetCameraAngle</code></a> <span class="sectioninfo">Instruction 2008[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m11_00_00_00, m11_05_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m60_35_42_00, m60_42_36_00, m60_52_52_00</p>
<pre>SetCameraAngle(
    float xAngle, 
    float yAngle)</pre></div></section>
<h2 id="2009_Script"><a href="#2009_Script" class="selfref">2009 - Script</a></h2>
<section class="instr">
<h3 id="RegisterLadder"><a href="#RegisterLadder" class="selfref"><code>RegisterLadder</code></a> <span class="sectioninfo">Instruction 2009[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m35_00_00_00, m39_20_00_00, and 54 others</p>
<pre>RegisterLadder(
    uint disableTopEventFlagId, 
    uint disableBottomEventFlagId, 
    uint entityId)</pre></div></section>
<section class="instr">
<h3 id="RegisterBonfire"><a href="#RegisterBonfire" class="selfref"><code>RegisterBonfire</code></a> <span class="sectioninfo">Instruction 2009[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_07_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 167 others</p>
<pre>RegisterBonfire(
    uint eventFlagId, 
    uint entityId, 
    float reactionDistance, 
    float reactionAngle, 
    int setStandardKindlingLevel, 
    float enemyDeactivationDistance)</pre></div></section>
<section class="instr">
<h3 id="ActivateMultiplayerdependantBuffs"><a href="#ActivateMultiplayerdependantBuffs" class="selfref"><code>ActivateMultiplayerdependantBuffs</code></a> <span class="sectioninfo">Instruction 2009[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m12_02_00_00, m12_03_00_00, m13_00_00_00, m16_00_00_00, m30_03_00_00, m30_05_00_00, m31_00_00_00, m31_10_00_00, m31_19_00_00, m31_21_00_00, m31_22_00_00, m60_51_37_00</p>
<pre>ActivateMultiplayerdependantBuffs(
    uint entityId)</pre></div></section>
<section class="instr">
<h3 id="IssueBossRoomEntryNotification"><a href="#IssueBossRoomEntryNotification" class="selfref"><code>IssueBossRoomEntryNotification</code></a> <span class="sectioninfo">Instruction 2009[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m12_02_00_00, m12_03_00_00, m13_00_00_00, m16_00_00_00, m30_05_00_00, m31_00_00_00, m31_10_00_00, m31_19_00_00, m31_21_00_00, m60_51_37_00</p>
<pre>IssueBossRoomEntryNotification(<span class="optarg">
    byte dummy = 0</span>)</pre></div></section>
<section class="instr">
<h3 id="SendInvadingPhantomsHome"><a href="#SendInvadingPhantomsHome" class="selfref"><code>SendInvadingPhantomsHome</code></a> <span class="sectioninfo">Instruction 2009[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m30_05_00_00, m31_00_00_00, m31_10_00_00, m31_15_00_00, m31_19_00_00, m31_21_00_00, m60_51_37_00, m60_52_52_00</p>
<pre>SendInvadingPhantomsHome(
    int unknown)</pre></div></section>
<section class="instr">
<h3 id="SendAllPhantomsHome"><a href="#SendAllPhantomsHome" class="selfref"><code>SendAllPhantomsHome</code></a> <span class="sectioninfo">Instruction 2009[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_01_00_00, m12_02_00_00, m12_03_00_00, m30_05_00_00, m31_19_00_00, m60_34_50_00, m60_38_50_00, m60_38_51_00</p>
<pre>SendAllPhantomsHome(<span class="optarg">
    int dummy = 0</span>)</pre></div></section>
<section class="instr">
<h3 id="SendAllPhantomsHomeAndUpdateServerPvpStats"><a href="#SendAllPhantomsHomeAndUpdateServerPvpStats" class="selfref"><code>SendAllPhantomsHomeAndUpdateServerPvpStats</code></a> <span class="sectioninfo">Instruction 2009[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>SendAllPhantomsHomeAndUpdateServerPvpStats(
    int unknown)</pre></div></section>
<h2 id="2010_Sound"><a href="#2010_Sound" class="selfref">2010 - Sound</a></h2>
<section class="instr">
<h3 id="PlaySE"><a href="#PlaySE" class="selfref"><code>PlaySE</code></a> <span class="sectioninfo">Instruction 2010[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 92 others</p>
<pre>PlaySE(
    uint entityId, 
    int&lt;<a href="#SoundType">SoundType</a>&gt; soundType, 
    int soundId)</pre></div></section>
<section class="instr">
<h3 id="SuppressSE"><a href="#SuppressSE" class="selfref"><code>SuppressSE</code></a> <span class="sectioninfo">Instruction 2010[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m11_05_00_00</p>
<pre>SuppressSE(
    int&lt;<a href="#SoundType">SoundType</a>&gt; soundType, 
    int unknown, 
    bool isSuppressionActive)</pre></div></section>
<section class="instr">
<h3 id="Unknown201008"><a href="#Unknown201008" class="selfref"><code>Unknown201008</code></a> <span class="sectioninfo">Instruction 2010[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>Unknown201008(
    int unknown)</pre></div></section>
<section class="instr">
<h3 id="SetBossBGM"><a href="#SetBossBGM" class="selfref"><code>SetBossBGM</code></a> <span class="sectioninfo">Instruction 2010[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_01_00_00, m11_05_00_00, m31_00_00_00</p>
<pre>SetBossBGM(
    int bgmBossConvParamId, 
    int&lt;<a href="#BossBGMState">BossBGMState</a>&gt; state)</pre></div></section>
<section class="instr">
<h3 id="SuppressSoundForFogGate"><a href="#SuppressSoundForFogGate" class="selfref"><code>SuppressSoundForFogGate</code></a> <span class="sectioninfo">Instruction 2010[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m12_03_00_00, m16_00_00_00, m30_05_00_00, m31_00_00_00, m31_10_00_00, m31_19_00_00, m31_21_00_00</p>
<pre>SuppressSoundForFogGate(
    float timeS)</pre></div></section>
<section class="instr">
<h3 id="SetFieldBattleBGMHeatUp"><a href="#SetFieldBattleBGMHeatUp" class="selfref"><code>SetFieldBattleBGMHeatUp</code></a> <span class="sectioninfo">Instruction 2010[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_41_51_00, m60_48_55_00</p>
<pre>SetFieldBattleBGMHeatUp(
    uint npcThreatLevel, 
    bool heatUp)</pre></div></section>
<h2 id="2011_Hit"><a href="#2011_Hit" class="selfref">2011 - Hit</a></h2>
<section class="instr">
<h3 id="ActivateHit"><a href="#ActivateHit" class="selfref"><code>ActivateHit</code></a> <span class="sectioninfo">Instruction 2011[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m12_01_00_00, m12_02_00_00, m31_15_00_00, m34_11_00_00, m60_50_40_00</p>
<pre>ActivateHit(
    uint hitEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableHit(uint hitEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableHit(uint hitEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="ActivateHitBackreadMask"><a href="#ActivateHitBackreadMask" class="selfref"><code>ActivateHitBackreadMask</code></a> <span class="sectioninfo">Instruction 2011[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m14_00_00_00</p>
<pre>ActivateHitBackreadMask(
    uint hitEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableHitBackreadMask(uint hitEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableHitBackreadMask(uint hitEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr unused">
<h3 id="ActivateHitres"><a href="#ActivateHitres" class="selfref"><code>ActivateHitres</code></a> <span class="sectioninfo">Instruction 2011[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ActivateHitres(
    uint hitEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableHitres(uint hitEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableHitres(uint hitEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<h2 id="2012_Map"><a href="#2012_Map" class="selfref">2012 - Map</a></h2>
<section class="instr">
<h3 id="ActivateMapPart"><a href="#ActivateMapPart" class="selfref"><code>ActivateMapPart</code></a> <span class="sectioninfo">Instruction 2012[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m60_40_53_00</p>
<pre>ActivateMapPart(
    uint mapPartEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableMapPart(uint mapPartEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableMapPart(uint mapPartEntityId)</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="SetAreaWelcomeMessageState"><a href="#SetAreaWelcomeMessageState" class="selfref"><code>SetAreaWelcomeMessageState</code></a> <span class="sectioninfo">Instruction 2012[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_01_00_00</p>
<pre>SetAreaWelcomeMessageState(
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre><p class="liststart cond">Simpler versions:</p><ul class="condlist cond">
<li><code>DisableAreaWelcomeMessage()</code>
<br/><span class="conddetails">Where <code><code>state = Disabled</code></code></span></li>
<li><code>EnableAreaWelcomeMessage()</code>
<br/><span class="conddetails">Where <code><code>state = Enabled</code></code></span></li>
</ul>
</div></section>
<section class="instr">
<h3 id="ActivateGparamOverride"><a href="#ActivateGparamOverride" class="selfref"><code>ActivateGparamOverride</code></a> <span class="sectioninfo">Instruction 2012[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_10_00_00, m14_00_00_00, m60_42_39_00, m60_48_57_00</p>
<pre>ActivateGparamOverride(
    int gparamSubId, 
    float changeTimeS)</pre></div></section>
<section class="instr">
<h3 id="DeactivateGparamOverride"><a href="#DeactivateGparamOverride" class="selfref"><code>DeactivateGparamOverride</code></a> <span class="sectioninfo">Instruction 2012[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m14_00_00_00, m60_39_50_00, m60_42_39_00, m60_48_57_00</p>
<pre>DeactivateGparamOverride(
    float changeTimeS)</pre></div></section>
</div><div class="bigsection condition_functions"><h1 id="Condition_Functions"><a href="#Condition_Functions" class="selfref">Condition Functions</a></h1>
<section class="cond">
<h3 id="Compare"><a href="#Compare" class="selfref"><code>Compare</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, m34_11_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 40 others</p>
<pre>Compare(
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint lefthandSide, 
    uint righthandSide)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>== != &gt; &lt; &gt;= &lt;=</code>
<br/><span class="conddetails">Comparing <code>leftHandSide</code> and <code>rightHandSize</code></span>
</ul>
</div></section>
<section class="cond">
<h3 id="Signed"><a href="#Signed" class="selfref"><code>Signed</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_05_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m34_14_00_00, m35_00_00_00, and 46 others</p>
<pre>CompareSigned(
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int lefthandSide, 
    int righthandSide)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>Signed(int lefthandSide) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>righthandSide</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="ElapsedSeconds"><a href="#ElapsedSeconds" class="selfref"><code>ElapsedSeconds</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, and 17 others</p>
<pre>ElapsedSeconds(
    float targetNumberOfSeconds)</pre></div></section>
<section class="cond unused">
<h3 id="ElapsedFrames"><a href="#ElapsedFrames" class="selfref"><code>ElapsedFrames</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ElapsedFrames(
    int targetNumberOfFrames)</pre></div></section>
<section class="cond unused">
<h3 id="RandomElapsedSeconds"><a href="#RandomElapsedSeconds" class="selfref"><code>RandomElapsedSeconds</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>RandomElapsedSeconds(
    float targetSecondsMin, 
    float targetSecondsMax)</pre></div></section>
<section class="cond unused">
<h3 id="RandomElapsedFrames"><a href="#RandomElapsedFrames" class="selfref"><code>RandomElapsedFrames</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>RandomElapsedFrames(
    int targetFramesMin, 
    int targetFramesMax)</pre></div></section>
<section class="cond">
<h3 id="TimeOfDay"><a href="#TimeOfDay" class="selfref"><code>TimeOfDay</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m60</p>
<pre>TimeOfDay(
    byte hours, 
    byte minutes, 
    byte seconds)</pre></div></section>
<section class="cond">
<h3 id="TimeOfDayInRange"><a href="#TimeOfDayInRange" class="selfref"><code>TimeOfDayInRange</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m60, m60_37_46_00, m60_42_36_00, m60_42_38_00, m60_43_53_00, m60_45_33_00, m60_48_41_00, m60_48_55_00, m60_51_43_00</p>
<pre>TimeOfDayInRange(
    byte startingHours, 
    byte startingMinutes, 
    byte startingSeconds, 
    byte endingHours, 
    byte endingMinutes, 
    byte endingSeconds)</pre></div></section>
<section class="cond">
<h3 id="EventFlag"><a href="#EventFlag" class="selfref"><code>EventFlag</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 236 others</p>
<pre>EventFlagState(
    byte&lt;<a href="#ONOFFCHANGE">ONOFFCHANGE</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint targetEventFlagId)</pre><p class="liststart">Simpler versions:</p><ul class="condlist">
<li><code>EventFlag(uint targetEventFlagId)</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventFlag</code> and <code>desiredFlagState = ON or OFF</code></code></span></li>
<li><code>ThisEvent()</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventID</code> and <code>targetEventFlagId = 0</code> and <code>desiredFlagState = ON or OFF</code></code></span></li>
<li><code>ThisEventSlot()</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventIDSlotNumber</code> and <code>targetEventFlagId = 0</code> and <code>desiredFlagState = ON or OFF</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="AllBatchEventFlags"><a href="#AllBatchEventFlags" class="selfref"><code>AllBatchEventFlags</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_05_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m14_00_00_00, m16_00_00_00, m19_00_00_00, m34_11_00_00, m35_00_00_00, m39_20_00_00, and 28 others</p>
<pre>BatchEventFlagsState(
    byte&lt;<a href="#LogicalOperationType">LogicalOperationType</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint startingTargetEventFlagId, 
    uint endingTargetEventFlagId)</pre><p class="liststart">Simpler versions:</p><ul class="condlist">
<li><code>AllBatchEventFlags(uint startingTargetEventFlagId, uint endingTargetEventFlagId)</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventFlag</code> and <code>desiredFlagState = LogicalOperationType.AllON or LogicalOperationType.NotAllON</code></code></span></li>
<li><code>AnyBatchEventFlags(uint startingTargetEventFlagId, uint endingTargetEventFlagId)</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventFlag</code> and <code>desiredFlagState = LogicalOperationType.NotAllOFF or LogicalOperationType.AllOFF</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="InArea"><a href="#InArea" class="selfref"><code>InArea</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 162 others</p>
<pre>InOutsideArea(
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    uint targetEntityId, 
    uint areaEntityId<span class="optarg">, 
    int numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>InArea(uint targetEntityId, uint areaEntityId<span class="optarg">, int numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code><code>desiredState = InsideOutsideState.Inside or InsideOutsideState.Outside</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="EntityInRadiusOfEntity"><a href="#EntityInRadiusOfEntity" class="selfref"><code>EntityInRadiusOfEntity</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m35_00_00_00, m39_20_00_00, and 106 others</p>
<pre>EntityInOutsideRadiusOfEntity(
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    uint targetEntityIdA, 
    uint targetEntityIdB, 
    float targetDistance, 
    int numberOfTargetCharacters)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>EntityInRadiusOfEntity(uint targetEntityIdA, uint targetEntityIdB, float targetDistance, int numberOfTargetCharacters)</code>
<br/><span class="conddetails">Where <code><code>desiredState = InsideOutsideState.Inside or InsideOutsideState.Outside</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="PlayerHasItem"><a href="#PlayerHasItem" class="selfref"><code>PlayerHasItem</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m10_01_00_00, m11_10_00_00, m15_00_00_00, m18_00_00_00, m34_11_00_00, and 25 others</p>
<pre>PlayerHasDoesntHaveItem(
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    byte&lt;<a href="#OwnershipState">OwnershipState</a>&gt; desiredPossessionState)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerHasItem(byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, int itemId)</code>
<br/><span class="conddetails">Where <code><code>desiredPossessionState = OwnershipState.Owns or OwnershipState.DoesntOwn</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="HasMultiplayerState"><a href="#HasMultiplayerState" class="selfref"><code>HasMultiplayerState</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m12_08_00_00, m12_09_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, and 53 others</p>
<pre>HasMultiplayerState(
    sbyte&lt;<a href="#MultiplayerState">MultiplayerState</a>&gt; desiredMultiplayerState)</pre></div></section>
<section class="cond">
<h3 id="AllPlayersInArea"><a href="#AllPlayersInArea" class="selfref"><code>AllPlayersInArea</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m30_01_00_00, m30_03_00_00, m30_06_00_00, m30_07_00_00, m34_11_00_00, m60_39_53_00, m60_45_52_00, m60_45_52_10, m60_50_57_00, m60_51_57_00</p>
<pre>AllPlayersInOutsideArea(
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    uint areaEntityId)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>AllPlayersInArea(uint areaEntityId)</code>
<br/><span class="conddetails">Where <code><code>desiredState = InsideOutsideState.Inside or InsideOutsideState.Outside</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="PlayerInMap"><a href="#PlayerInMap" class="selfref"><code>PlayerInMap</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_03_00_00, m12_04_00_00, m13_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 26 others</p>
<pre>PlayerInOutMap(
    bool shouldPlayerBeInside, 
    sbyte areaId, 
    sbyte blockId, 
    sbyte regionId, 
    sbyte indexId)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerInMap(sbyte areaId, sbyte blockId, sbyte regionId, sbyte indexId)</code>
<br/><span class="conddetails">Where <code>shouldPlayerBeInside = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="NumberOfCoopClients"><a href="#NumberOfCoopClients" class="selfref"><code>NumberOfCoopClients</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m16_00_00_00</p>
<pre>CompareNumberOfCoopClients(
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte targetNumberOfClients)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>NumberOfCoopClients() <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetNumberOfClients</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="MultiplayerEvent"><a href="#MultiplayerEvent" class="selfref"><code>MultiplayerEvent</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m60</p>
<pre>MultiplayerEvent(
    uint multiplayerEventId)</pre></div></section>
<section class="cond">
<h3 id="CountEventFlags"><a href="#CountEventFlags" class="selfref"><code>CountEventFlags</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m18_00_00_00, m60_34_50_00, m60_39_39_00, m60_44_36_00, m60_44_36_10</p>
<pre>CompareCountEventFlags(
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    uint startingTargetEventFlagId, 
    uint endingTargetEventFlagId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int countThreshold)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CountEventFlags(byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, uint startingTargetEventFlagId, uint endingTargetEventFlagId) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>countThreshold</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="EventValue"><a href="#EventValue" class="selfref"><code>EventValue</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m16_00_00_00, m32_04_00_00, m60_35_50_00, m60_51_36_00, m60_51_43_00</p>
<pre>CompareEventValue(
    uint baseEventFlagId, 
    byte numberOfUsedFlagBits, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint thresholdValue)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>EventValue(uint baseEventFlagId, byte numberOfUsedFlagBits) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>thresholdValue</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="DroppedItemsInArea"><a href="#DroppedItemsInArea" class="selfref"><code>DroppedItemsInArea</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>DroppedItemsInArea(
    uint areaEntityId)</pre></div></section>
<section class="cond unused">
<h3 id="DroppedItem"><a href="#DroppedItem" class="selfref"><code>DroppedItem</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>DroppedItem(
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId)</pre></div></section>
<section class="cond">
<h3 id="PlayerHasItemIncludingBBox"><a href="#PlayerHasItemIncludingBBox" class="selfref"><code>PlayerHasItemIncludingBBox</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m16_00_00_00, m30_02_00_00, m30_04_00_00, m31_03_00_00, m32_01_00_00, m60_41_36_00, m60_42_38_00, m60_43_36_00, m60_43_38_00, m60_44_36_00, m60_44_36_10</p>
<pre>PlayerHasDoesntHaveItemIncludingBBox(
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    byte&lt;<a href="#OwnershipState">OwnershipState</a>&gt; desiredPossessionState)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerHasItemIncludingBBox(byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, int itemId)</code>
<br/><span class="conddetails">Where <code><code>desiredPossessionState = OwnershipState.Owns or OwnershipState.DoesntOwn</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="GameCycle"><a href="#GameCycle" class="selfref"><code>GameCycle</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m60_34_49_00, m60_38_49_00, m60_47_38_00, m60_47_38_10, m60_47_41_00, m60_48_38_00, m60_49_38_00, m60_49_39_00, m60_52_41_00</p>
<pre>CompareGameCycle(
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte completedGameCyclesThreshold)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>GameCycle() <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>completedGameCyclesThreshold</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="CompareEventValues"><a href="#CompareEventValues" class="selfref"><code>CompareEventValues</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>CompareEventValues(
    uint leftsideBaseEventFlagId, 
    byte leftsideNumberOfUsedFlagBits, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint rightsideBaseEventFlagId, 
    byte rightsideNumberOfUsedFlagBits)</pre></div></section>
<section class="cond unused">
<h3 id="IsOnline"><a href="#IsOnline" class="selfref"><code>IsOnline</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>OnlineModeState(
    bool onlineMode)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>IsOnline()</code>
<br/><span class="conddetails">Where <code>onlineMode = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="HasDamageType"><a href="#HasDamageType" class="selfref"><code>HasDamageType</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 128 others</p>
<pre>HasDamageType(
    uint targetEntityId, 
    uint attackerEntityId, 
    byte&lt;<a href="#DamageType">DamageType</a>&gt; damageType)</pre></div></section>
<section class="cond">
<h3 id="ActionButtonInArea"><a href="#ActionButtonInArea" class="selfref"><code>ActionButtonInArea</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m34_14_00_00, m35_00_00_00, and 49 others</p>
<pre>ActionButtonInArea(
    int actionButtonParameterId, 
    uint targetEntityId)</pre></div></section>
<section class="cond">
<h3 id="PlayerIsInOwnWorld"><a href="#PlayerIsInOwnWorld" class="selfref"><code>PlayerIsInOwnWorld</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 188 others</p>
<pre>PlayerIsInWorldType(
    byte&lt;<a href="#WorldType">WorldType</a>&gt; worldType)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerIsInOwnWorld()</code>
<br/><span class="conddetails">Where <code><code>worldType = WorldType.OwnWorld or WorldType.OtherWorld</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="PlayerGender"><a href="#PlayerGender" class="selfref"><code>PlayerGender</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m19_00_00_00</p>
<pre>PlayerGender(
    byte&lt;<a href="#Gender">Gender</a>&gt; gender)</pre></div></section>
<section class="cond">
<h3 id="MapLoaded"><a href="#MapLoaded" class="selfref"><code>MapLoaded</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>MapLoaded(
    byte areaId, 
    byte blockId, 
    byte regionId, 
    byte indexId)</pre></div></section>
<section class="cond">
<h3 id="WeatherActive"><a href="#WeatherActive" class="selfref"><code>WeatherActive</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m34_10_00_00, m34_11_00_00, m60, m60_35_47_00, m60_54_56_00</p>
<pre>WeatherActive(
    sbyte&lt;<a href="#Weather">Weather</a>&gt; weather, 
    float unknown4, 
    float unknown8)</pre></div></section>
<section class="cond">
<h3 id="MapHasPermissionToUpdate"><a href="#MapHasPermissionToUpdate" class="selfref"><code>MapHasPermissionToUpdate</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m30_07_00_00, m30_10_00_00, m30_17_00_00, m34_11_00_00</p>
<pre>MapHasPermissionToUpdateState(
    bool hasPermission, 
    bool unknown, 
    sbyte areaId, 
    sbyte blockId, 
    sbyte regionId, 
    sbyte indexId)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>MapHasPermissionToUpdate(bool unknown, sbyte areaId, sbyte blockId, sbyte regionId, sbyte indexId)</code>
<br/><span class="conddetails">Where <code>hasPermission = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="FieldBattleBGMActive"><a href="#FieldBattleBGMActive" class="selfref"><code>FieldBattleBGMActive</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m60_41_51_00, m60_41_52_00, m60_48_55_00, m60_52_56_00</p>
<pre>FieldBattleBGMActiveState(
    uint npcThreatLevel, 
    bool isActive)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>FieldBattleBGMActive(uint npcThreatLevel)</code>
<br/><span class="conddetails">Where <code>isActive = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="PlayerHasArmorEquipped"><a href="#PlayerHasArmorEquipped" class="selfref"><code>PlayerHasArmorEquipped</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m35_00_00_00, m60_35_42_00</p>
<pre>PlayerHasArmorEquipped(
    byte&lt;<a href="#ArmorType">ArmorType</a>&gt; armorType, 
    int armorItemId, 
    int unknown)</pre></div></section>
<section class="cond">
<h3 id="CeremonyActive"><a href="#CeremonyActive" class="selfref"><code>CeremonyActive</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_10_00_00, m12_05_00_00, m14_00_00_00, m15_00_00_00, m39_20_00_00, m60_35_46_00, m60_39_53_00, m60_40_53_00, m60_42_39_00, m60_50_56_00</p>
<pre>CeremonyActiveState(
    bool isActive, 
    int ceremonyId)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CeremonyActive(int ceremonyId)</code>
<br/><span class="conddetails">Where <code>isActive = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="WeatherLotActive"><a href="#WeatherLotActive" class="selfref"><code>WeatherLotActive</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>WeatherLotActiveState(
    int weatherLotParamId, 
    bool isActive)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>WeatherLotActive(int weatherLotParamId)</code>
<br/><span class="conddetails">Where <code>isActive = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="ArenaMatchReady"><a href="#ArenaMatchReady" class="selfref"><code>ArenaMatchReady</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m45_00_00_00</p>
<pre>ArenaMatchReadyState(
    bool ready)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>ArenaMatchReady()</code>
<br/><span class="conddetails">Where <code>ready = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="ArenaSoloResults"><a href="#ArenaSoloResults" class="selfref"><code>ArenaSoloResults</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>ArenaSoloResults(
    byte&lt;<a href="#ArenaResult">ArenaResult</a>&gt; result)</pre></div></section>
<section class="cond">
<h3 id="ArenaSoloScore"><a href="#ArenaSoloScore" class="selfref"><code>ArenaSoloScore</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>CompareArenaSoloScore(
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int targetScore)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>ArenaSoloScore() <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetScore</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="ArenaTeamResults"><a href="#ArenaTeamResults" class="selfref"><code>ArenaTeamResults</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>ArenaTeamResults(
    byte&lt;<a href="#ArenaResult">ArenaResult</a>&gt; result)</pre></div></section>
<section class="cond unused">
<h3 id="ArenaTeamScore"><a href="#ArenaTeamScore" class="selfref"><code>ArenaTeamScore</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>CompareArenaTeamScore(
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int targetScore)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>ArenaTeamScore() <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetScore</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="HasArenaMatchType"><a href="#HasArenaMatchType" class="selfref"><code>HasArenaMatchType</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m45_00_00_00, m45_01_00_00, m45_02_00_00</p>
<pre>HasArenaMatchType(
    byte&lt;<a href="#ArenaMatchType">ArenaMatchType</a>&gt; matchType, 
    bool hasSpiritSummon)</pre></div></section>
<section class="cond">
<h3 id="PlayerRespawnedInArena"><a href="#PlayerRespawnedInArena" class="selfref"><code>PlayerRespawnedInArena</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m45_00_00_00, m45_01_00_00, m45_02_00_00</p>
<pre>PlayerRespawnedInArena()</pre></div></section>
<section class="cond">
<h3 id="CharacterDead"><a href="#CharacterDead" class="selfref"><code>CharacterDead</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 129 others</p>
<pre>CharacterDeadAlive(
    uint targetEntityId, 
    byte&lt;<a href="#DeathState">DeathState</a>&gt; desiredLifeState<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterDead(uint targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code><code>desiredLifeState = DeathState.Dead or DeathState.Alive</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="HPRatio"><a href="#HPRatio" class="selfref"><code>HPRatio</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m34_12_00_00, m35_00_00_00, and 56 others</p>
<pre>CompareHPRatio(
    uint targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float targetHPRatio<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>HPRatio(uint targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetHPRatio</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterType"><a href="#CharacterType" class="selfref"><code>CharacterType</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m34_11_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 106 others</p>
<pre>CharacterType(
    uint targetEntityId, 
    sbyte&lt;<a href="#TargetType">TargetType</a>&gt; targetType<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float numberOfTargetCharacters = 1</span>)</pre></div></section>
<section class="cond">
<h3 id="CharacterTargetedBy"><a href="#CharacterTargetedBy" class="selfref"><code>CharacterTargetedBy</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m60_37_54_00, m60_38_52_00, m60_39_44_00, m60_45_39_00, m60_45_39_10</p>
<pre>CharacterTargetedByState(
    uint aggressorEntityId, 
    uint targetEntityId, 
    bool shouldHave<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterTargetedBy(uint aggressorEntityId, uint targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code>shouldHave = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterHasSpEffect"><a href="#CharacterHasSpEffect" class="selfref"><code>CharacterHasSpEffect</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m34_12_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 155 others</p>
<pre>CharacterHasSpEffectState(
    uint targetEntityId, 
    int spEffectId, 
    bool shouldHave<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterHasSpEffect(uint targetEntityId, int spEffectId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code>shouldHave = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="NPCPartHP"><a href="#NPCPartHP" class="selfref"><code>NPCPartHP</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_52_52_00</p>
<pre>CompareNPCPartHP(
    uint targetEntityId, 
    int npcPartId, 
    int hpThreshold, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>NPCPartHP(uint targetEntityId, int npcPartId) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>hpThreshold</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterBackreadStatus"><a href="#CharacterBackreadStatus" class="selfref"><code>CharacterBackreadStatus</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m12_01_00_00, m12_02_00_00, m12_05_00_00, m14_00_00_00, m16_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 50 others</p>
<pre>CharacterBackreadStatusState(
    uint targetEntityId, 
    bool isBackread<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterBackreadStatus(uint targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code>isBackread = true or false</code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="CharacterHasEventMessage"><a href="#CharacterHasEventMessage" class="selfref"><code>CharacterHasEventMessage</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>CharacterHasEventMessageState(
    uint targetEntityId, 
    int targetEventMessageId, 
    bool shouldHave<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterHasEventMessage(uint targetEntityId, int targetEventMessageId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code>shouldHave = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterAIState"><a href="#CharacterAIState" class="selfref"><code>CharacterAIState</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m12_02_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 52 others</p>
<pre>CharacterAIState(
    uint targetEntityId, 
    byte&lt;<a href="#AIStateType">AIStateType</a>&gt; aiState<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float numberOfTargetCharacters = 1</span>)</pre></div></section>
<section class="cond unused">
<h3 id="PlayersClass"><a href="#PlayersClass" class="selfref"><code>PlayersClass</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayersClass(
    byte&lt;<a href="#ClassType">ClassType</a>&gt; classNameType)</pre></div></section>
<section class="cond unused">
<h3 id="PlayersCovenant"><a href="#PlayersCovenant" class="selfref"><code>PlayersCovenant</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayersCovenant(
    byte covenantIndex)</pre></div></section>
<section class="cond unused">
<h3 id="PlayersSoulLevel"><a href="#PlayersSoulLevel" class="selfref"><code>PlayersSoulLevel</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ComparePlayersSoulLevel(
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint targetSoulLevel)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayersSoulLevel() <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetSoulLevel</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterHPValue"><a href="#CharacterHPValue" class="selfref"><code>CharacterHPValue</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 81 others</p>
<pre>CompareCharacterHPValue(
    uint targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int targetHP<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterHPValue(uint targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetHP</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterRatioDead"><a href="#CharacterRatioDead" class="selfref"><code>CharacterRatioDead</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m14_00_00_00</p>
<pre>CharacterRatioDeadAlive(
    uint targetEntityId, 
    byte&lt;<a href="#DeathState">DeathState</a>&gt; desiredLifeState<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float targetRatio = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterRatioDead(uint targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float targetRatio</span>)</code>
<br/><span class="conddetails">Where <code><code>desiredLifeState = DeathState.Dead or DeathState.Alive</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterRatioHasSpEffect"><a href="#CharacterRatioHasSpEffect" class="selfref"><code>CharacterRatioHasSpEffect</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m14_00_00_00</p>
<pre>CharacterRatioHasSpEffectState(
    uint targetEntityId, 
    int spEffectId, 
    bool shouldHave<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float targetRatio = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterRatioHasSpEffect(uint targetEntityId, int spEffectId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float targetRatio</span>)</code>
<br/><span class="conddetails">Where <code>shouldHave = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterInvadeType"><a href="#CharacterInvadeType" class="selfref"><code>CharacterInvadeType</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m19_00_00_00, m60_38_49_00, m60_51_37_00</p>
<pre>CharacterInvadeType(
    uint targetEntityId, 
    byte invadeTypeUnknown<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float numberOfTargetCharacters = 1</span>)</pre></div></section>
<section class="cond">
<h3 id="PlayerTargeted"><a href="#PlayerTargeted" class="selfref"><code>PlayerTargeted</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m60_42_36_00</p>
<pre>PlayerTargeted(
    uint minNPCThreatLevel, 
    uint maxNPCThreatLevel, 
    byte&lt;<a href="#AIStateType">AIStateType</a>&gt; aiStateType)</pre></div></section>
<section class="cond">
<h3 id="NPCPartAttributeDamage"><a href="#NPCPartAttributeDamage" class="selfref"><code>NPCPartAttributeDamage</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>NPCPartAttributeDamage(
    uint targetEntityId, 
    int npcPartId, 
    uint attackerEntityId, 
    byte&lt;<a href="#DamageType">DamageType</a>&gt; damageType)</pre></div></section>
<section class="cond">
<h3 id="CharacterRidingMount"><a href="#CharacterRidingMount" class="selfref"><code>CharacterRidingMount</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_37_54_00</p>
<pre>CharacterRidingMountState(
    uint targetEntityId, 
    bool isMounted)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterRidingMount(uint targetEntityId)</code>
<br/><span class="conddetails">Where <code>isMounted = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterHasStateInfo"><a href="#CharacterHasStateInfo" class="selfref"><code>CharacterHasStateInfo</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 78 others</p>
<pre>CharacterHasStateInfoState(
    uint targetEntityId, 
    short stateInfo, 
    bool shouldHave<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterHasStateInfo(uint targetEntityId, short stateInfo<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code>shouldHave = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="SpecialStandbyEndedFlag"><a href="#SpecialStandbyEndedFlag" class="selfref"><code>SpecialStandbyEndedFlag</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m14_00_00_00, m16_00_00_00, m35_00_00_00, m39_20_00_00, and 47 others</p>
<pre>SpecialStandbyEndedFlagState(
    uint targetEntityId, 
    byte&lt;<a href="#ONOFFCHANGE">ONOFFCHANGE</a>&gt; desiredFlagState)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>SpecialStandbyEndedFlag(uint targetEntityId)</code>
<br/><span class="conddetails">Where <code><code>desiredFlagState = ON or OFF</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="AssetDestroyed"><a href="#AssetDestroyed" class="selfref"><code>AssetDestroyed</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m14_00_00_00, m18_00_00_00, m34_12_00_00, m34_13_00_00, m39_20_00_00, and 16 others</p>
<pre>AssetDestroyedState(
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    uint targetAssetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetAssets)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>AssetDestroyed(uint targetAssetEntityId, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetAssets)</code>
<br/><span class="conddetails">Where <code><code>damageState = DestructionState.Destroyed or DestructionState.Undestroyed</code></code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="AssetHitBy"><a href="#AssetHitBy" class="selfref"><code>AssetHitBy</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>AssetHitBy(
    uint targetEntityId, 
    uint attackerEntityId)</pre></div></section>
<section class="cond">
<h3 id="ObjActEventFlag"><a href="#ObjActEventFlag" class="selfref"><code>ObjActEventFlag</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m14_00_00_00, m16_00_00_00, m30_09_00_00, m30_10_00_00, m30_13_00_00, m30_19_00_00, m31_21_00_00, m34_11_00_00, m35_00_00_00, m60_42_32_00, m60_43_36_00, m60_45_51_00</p>
<pre>ObjActEventFlag(
    uint objactEventFlag)</pre></div></section>
<section class="cond unused">
<h3 id="AssetHP"><a href="#AssetHP" class="selfref"><code>AssetHP</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>CompareAssetHP(
    uint targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int hpThreshold, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetAssets)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>AssetHP(uint targetEntityId, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetAssets) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>hpThreshold</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="AssetRatioDestroyed"><a href="#AssetRatioDestroyed" class="selfref"><code>AssetRatioDestroyed</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>AssetRatioDestroyedState(
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    uint targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float targetRatio)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>AssetRatioDestroyed(byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, uint targetEntityId) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetRatio</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="AssetBurnState"><a href="#AssetBurnState" class="selfref"><code>AssetBurnState</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>CompareAssetBurnState(
    uint targetEntityId, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte burnStateUnknown, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetAssets)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>AssetBurnState(uint targetEntityId, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetAssets) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>burnStateUnknown</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="AssetBackread"><a href="#AssetBackread" class="selfref"><code>AssetBackread</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m32_01_00_00, m34_11_00_00</p>
<pre>AssetBackreadState(
    uint targetEntityId, 
    bool isBackread, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetAssets)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>AssetBackread(uint targetEntityId, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetAssets)</code>
<br/><span class="conddetails">Where <code>isBackread = true or false</code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="AssetRatioBackread"><a href="#AssetRatioBackread" class="selfref"><code>AssetRatioBackread</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>AssetRatioBackreadState(
    uint targetEntityId, 
    bool isBackread<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = Equal, 
    float targetRatio = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>AssetRatioBackread(uint targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float targetRatio</span>)</code>
<br/><span class="conddetails">Where <code>isBackread = true or false</code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="PlayerMovingOnHit"><a href="#PlayerMovingOnHit" class="selfref"><code>PlayerMovingOnHit</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayerMovingOnHit(
    uint hitEntityId)</pre></div></section>
<section class="cond unused">
<h3 id="PlayerAttackingOnHit"><a href="#PlayerAttackingOnHit" class="selfref"><code>PlayerAttackingOnHit</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayerAttackingOnHit(
    uint hitEntityId)</pre></div></section>
<section class="cond">
<h3 id="PlayerStandingOnHit"><a href="#PlayerStandingOnHit" class="selfref"><code>PlayerStandingOnHit</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m12_05_00_00</p>
<pre>PlayerStandingOnHit(
    uint hitEntityId)</pre></div></section>
</div><div class="bigsection enums"><h1 id="Enums"><a href="#Enums" class="selfref">Enums</a></h1>
<section class="enum">
<h3 id="ONOFF"><a href="#ONOFF" class="selfref"><code>ONOFF</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 239 others</p>
<ul class="enumlist">
<li><code>OFF = 0</code></li>
<li><code>ON = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ONOFFCHANGE"><a href="#ONOFFCHANGE" class="selfref"><code>ONOFFCHANGE</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 198 others</p>
<ul class="enumlist">
<li><code>OFF = 0</code></li>
<li><code>ON = 1</code></li>
<li><code>CHANGE = 2</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="TargetEventFlagType"><a href="#TargetEventFlagType" class="selfref"><code>TargetEventFlagType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 240 others</p>
<ul class="enumlist">
<li><code>TargetEventFlagType.EventFlag = 0</code></li>
<li><code>TargetEventFlagType.EventID = 1</code></li>
<li><code>TargetEventFlagType.EventIDSlotNumber = 2</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ComparisonType"><a href="#ComparisonType" class="selfref"><code>ComparisonType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 235 others</p>
<ul class="enumlist">
<li><code>Equal = 0</code></li>
<li><code>NotEqual = 1</code></li>
<li><code>Greater = 2</code></li>
<li><code>Less = 3</code></li>
<li><code>GreaterOrEqual = 4</code></li>
<li><code>LessOrEqual = 5</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="LogicalOperationType"><a href="#LogicalOperationType" class="selfref"><code>LogicalOperationType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_05_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m14_00_00_00, m16_00_00_00, m19_00_00_00, m34_11_00_00, m35_00_00_00, m39_20_00_00, and 28 others</p>
<ul class="enumlist">
<li><code>LogicalOperationType.AllON = 0</code> <span class="enumusage usageinfo">Used in common_func, m11_05_00_00, m11_10_00_00, m14_00_00_00, m16_00_00_00, m34_11_00_00, m35_00_00_00</span></li>
<li><code>LogicalOperationType.AllOFF = 1</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m11_10_00_00, m12_03_00_00, m14_00_00_00, m19_00_00_00, and 17 others</span></li>
<li><code>LogicalOperationType.NotAllOFF = 2</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m14_00_00_00, m16_00_00_00, m35_00_00_00, m39_20_00_00, and 27 others</span></li>
<li><code>LogicalOperationType.NotAllON = 3</code> <span class="enumusage usageinfo">Used in common_func, m11_05_00_00, m16_00_00_00, m35_00_00_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="CalculationType"><a href="#CalculationType" class="selfref"><code>CalculationType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_51_36_00</p>
<ul class="enumlist">
<li><code class="enumunused">CalculationType.Add = 0</code></li>
<li><code class="enumunused">CalculationType.Sub = 1</code></li>
<li><code class="enumunused">CalculationType.Mult = 2</code></li>
<li><code class="enumunused">CalculationType.Div = 3</code></li>
<li><code class="enumunused">CalculationType.Mod = 4</code></li>
<li><code>CalculationType.Assign = 5</code> <span class="enumusage usageinfo">Used in common_func, m60_51_36_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ConditionGroup"><a href="#ConditionGroup" class="selfref"><code>ConditionGroup</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 245 others</p>
<ul class="enumlist">
<li><code>OR_15 = -15</code></li>
<li><code>OR_14 = -14</code></li>
<li><code>OR_13 = -13</code></li>
<li><code>OR_12 = -12</code></li>
<li><code>OR_11 = -11</code></li>
<li><code>OR_10 = -10</code></li>
<li><code>OR_09 = -9</code></li>
<li><code>OR_08 = -8</code></li>
<li><code>OR_07 = -7</code></li>
<li><code>OR_06 = -6</code></li>
<li><code>OR_05 = -5</code></li>
<li><code>OR_04 = -4</code></li>
<li><code>OR_03 = -3</code></li>
<li><code>OR_02 = -2</code></li>
<li><code>OR_01 = -1</code></li>
<li><code>MAIN = 0</code></li>
<li><code>AND_01 = 1</code></li>
<li><code>AND_02 = 2</code></li>
<li><code>AND_03 = 3</code></li>
<li><code>AND_04 = 4</code></li>
<li><code>AND_05 = 5</code></li>
<li><code>AND_06 = 6</code></li>
<li><code>AND_07 = 7</code></li>
<li><code>AND_08 = 8</code></li>
<li><code>AND_09 = 9</code></li>
<li><code>AND_10 = 10</code></li>
<li><code>AND_11 = 11</code></li>
<li><code>AND_12 = 12</code></li>
<li><code>AND_13 = 13</code></li>
<li><code>AND_14 = 14</code></li>
<li><code>AND_15 = 15</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="CutscenePlayMode"><a href="#CutscenePlayMode" class="selfref"><code>CutscenePlayMode</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m31_00_00_00, m34_11_00_00, m35_00_00_00, m60_35_42_00, m60_37_54_00, m60_50_38_00, m60_51_36_00, m60_52_52_00</p>
<ul class="enumlist">
<li><code>CutscenePlayMode.Skippable = 0</code> <span class="enumusage usageinfo">Used in common, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m31_00_00_00, m34_11_00_00, m35_00_00_00, m60_35_42_00, m60_37_54_00, m60_50_38_00, m60_51_36_00, m60_52_52_00</span></li>
<li><code>CutscenePlayMode.Unskippable = 2</code> <span class="enumusage usageinfo">Used in m13_00_00_00, m60_51_36_00</span></li>
<li><code>CutscenePlayMode.SkippableWithFadeOutSkip = 16</code> <span class="enumusage usageinfo">Used in common, m12_02_00_00, m12_03_00_00, m18_00_00_00</span></li>
<li><code>CutscenePlayMode.UnskippableWithFadeOutSkip = 18</code> <span class="enumusage usageinfo">Used in m12_01_00_00</span></li>
<li><code>CutscenePlayMode.SkippableWithWhiteFadeOut = 32</code> <span class="enumusage usageinfo">Used in m19_00_00_00</span></li>
<li><code>CutscenePlayMode.SkippableWithWhiteFadeOutSkip = 48</code> <span class="enumusage usageinfo">Used in m11_71_00_00</span></li>
<li><code>CutscenePlayMode.SkippableWithWhiteFadeOut2 = 64</code> <span class="enumusage usageinfo">Used in m19_00_00_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="DestructionState"><a href="#DestructionState" class="selfref"><code>DestructionState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m14_00_00_00, m18_00_00_00, m34_12_00_00, m34_13_00_00, m39_20_00_00, and 16 others</p>
<ul class="enumlist">
<li><code>DestructionState.Undestroyed = 0</code> <span class="enumusage usageinfo">Used in m14_00_00_00, m34_13_00_00, m60_36_49_00</span></li>
<li><code>DestructionState.Destroyed = 1</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m14_00_00_00, m18_00_00_00, m34_12_00_00, m39_20_00_00, and 16 others</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="InsideOutsideState"><a href="#InsideOutsideState" class="selfref"><code>InsideOutsideState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 189 others</p>
<ul class="enumlist">
<li><code>InsideOutsideState.Outside = 0</code></li>
<li><code>InsideOutsideState.Inside = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ConditionState"><a href="#ConditionState" class="selfref"><code>ConditionState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_02_00_00, and 231 others</p>
<ul class="enumlist">
<li><code>FAIL = 0</code></li>
<li><code>PASS = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="DeathState"><a href="#DeathState" class="selfref"><code>DeathState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 129 others</p>
<ul class="enumlist">
<li><code>DeathState.Alive = 0</code></li>
<li><code>DeathState.Dead = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="OwnershipState"><a href="#OwnershipState" class="selfref"><code>OwnershipState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m10_01_00_00, m11_10_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m34_11_00_00, and 35 others</p>
<ul class="enumlist">
<li><code>OwnershipState.DoesntOwn = 0</code></li>
<li><code>OwnershipState.Owns = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="EventEndType"><a href="#EventEndType" class="selfref"><code>EventEndType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 256 others</p>
<ul class="enumlist">
<li><code>EventEndType.End = 0</code></li>
<li><code>EventEndType.Restart = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="TeamType"><a href="#TeamType" class="selfref"><code>TeamType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m35_00_00_00, m39_20_00_00, and 77 others</p>
<ul class="enumlist">
<li><code class="enumunused">TeamType.Default = -1</code></li>
<li><code>TeamType.Disabled = 0</code> <span class="enumusage usageinfo">Used in m11_05_00_00, m13_00_00_00, m15_00_00_00, m16_00_00_00, and 12 others</span></li>
<li><code>TeamType.Human = 1</code> <span class="enumusage usageinfo">Used in m11_00_00_00, m12_05_00_00, m14_00_00_00, m15_00_00_00, m39_20_00_00, m60_35_46_00, m60_39_53_00, m60_42_39_00, m60_50_56_00</span></li>
<li><code>TeamType.WhitePhantom = 2</code> <span class="enumusage usageinfo">Used in m60_43_38_00, m60_52_38_00</span></li>
<li><code class="enumunused">TeamType.BlackPhantom = 3</code></li>
<li><code class="enumunused">TeamType.GrayPhantom = 4</code></li>
<li><code class="enumunused">TeamType.WanderingPhantom = 5</code></li>
<li><code>TeamType.Enemy = 6</code> <span class="enumusage usageinfo">Used in m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_03_00_00, m14_00_00_00, m15_00_00_00, m31_00_00_00, m60_35_46_00, m60_37_54_00, m60_42_39_00</span></li>
<li><code>TeamType.StrongEnemy = 7</code> <span class="enumusage usageinfo">Used in m12_05_00_00</span></li>
<li><code class="enumunused">TeamType.Ally = 8</code></li>
<li><code class="enumunused">TeamType.HostileAlly = 9</code></li>
<li><code class="enumunused">TeamType.DecoyEnemy = 10</code></li>
<li><code class="enumunused">TeamType.Decoylike = 11</code></li>
<li><code class="enumunused">TeamType.BattleAlly = 12</code></li>
<li><code class="enumunused">TeamType.Invader = 13</code></li>
<li><code class="enumunused">TeamType.Charmed = 15</code></li>
<li><code class="enumunused">TeamType.Host = 19</code></li>
<li><code class="enumunused">TeamType.Coop = 20</code></li>
<li><code class="enumunused">TeamType.Hostile = 21</code></li>
<li><code class="enumunused">TeamType.WanderingPhantom2 = 22</code></li>
<li><code class="enumunused">TeamType.Enemy1 = 23</code></li>
<li><code>TeamType.Enemy2 = 24</code> <span class="enumusage usageinfo">Used in m60_37_54_00, m60_44_34_00</span></li>
<li><code class="enumunused">TeamType.StrongEnemy2 = 25</code></li>
<li><code>TeamType.FriendlyNPC = 26</code> <span class="enumusage usageinfo">Used in m11_00_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, and 30 others</span></li>
<li><code>TeamType.HostileNPC = 27</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m35_00_00_00, and 69 others</span></li>
<li><code>TeamType.CoopNPC = 28</code> <span class="enumusage usageinfo">Used in m60_44_34_00</span></li>
<li><code class="enumunused">TeamType.Indiscriminate = 29</code></li>
<li><code>TeamType.Object = 30</code> <span class="enumusage usageinfo">Used in m60_52_52_00</span></li>
<li><code class="enumunused">TeamType.WhiteBerserker = 31</code></li>
<li><code class="enumunused">TeamType.RedBerserker = 32</code></li>
<li><code>TeamType.ArchEnemyTeam = 33</code> <span class="enumusage usageinfo">Used in m60_38_54_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="TargetEntityType"><a href="#TargetEntityType" class="selfref"><code>TargetEntityType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m34_11_00_00, m34_14_00_00, m35_00_00_00, and 84 others</p>
<ul class="enumlist">
<li><code>TargetEntityType.Asset = 0</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m13_00_00_00, m14_00_00_00, and 19 others</span></li>
<li><code>TargetEntityType.Area = 1</code> <span class="enumusage usageinfo">Used in common, common_func, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m34_11_00_00, m34_14_00_00, m35_00_00_00, and 52 others</span></li>
<li><code>TargetEntityType.Character = 2</code> <span class="enumusage usageinfo">Used in common, common_func, m11_00_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_09_00_00, m14_00_00_00, m15_00_00_00, m19_00_00_00, m34_11_00_00, m34_14_00_00, and 21 others</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="DisabledEnabled"><a href="#DisabledEnabled" class="selfref"><code>DisabledEnabled</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 235 others</p>
<ul class="enumlist">
<li><code>Disabled = 0</code></li>
<li><code>Enabled = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="BitopType"><a href="#BitopType" class="selfref"><code>BitopType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_04_00_00, m14_00_00_00, m32_08_00_00, m35_00_00_00, m60_39_54_00</p>
<ul class="enumlist">
<li><code>BitopType.Add = 0</code> <span class="enumusage usageinfo">Used in m12_04_00_00, m14_00_00_00, m32_08_00_00, m35_00_00_00, m60_39_54_00</span></li>
<li><code>BitopType.Delete = 1</code> <span class="enumusage usageinfo">Used in m14_00_00_00, m32_08_00_00, m35_00_00_00, m60_39_54_00</span></li>
<li><code class="enumunused">BitopType.Invert = 2</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="NavimeshType"><a href="#NavimeshType" class="selfref"><code>NavimeshType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m12_04_00_00, m14_00_00_00, m32_08_00_00, m35_00_00_00, m60_39_54_00</p>
<ul class="enumlist">
<li><code>NavimeshType.Solid = 1</code> <span class="enumusage usageinfo">Used in m12_04_00_00, m14_00_00_00, m32_08_00_00, m35_00_00_00, m60_39_54_00</span></li>
<li><code class="enumunused">NavimeshType.Exit = 2</code></li>
<li><code class="enumunused">NavimeshType.Obstacle = 4</code></li>
<li><code class="enumunused">NavimeshType.Wall = 8</code></li>
<li><code class="enumunused">NavimeshType.LandingPoint = 64</code></li>
<li><code class="enumunused">NavimeshType.Event = 128</code></li>
<li><code class="enumunused">NavimeshType.Cliff = 256</code></li>
<li><code class="enumunused">NavimeshType.OpenSpace = 512</code></li>
<li><code class="enumunused">NavimeshType.Ladder = 1024</code></li>
<li><code class="enumunused">NavimeshType.Hole = 2048</code></li>
<li><code class="enumunused">NavimeshType.Door = 4096</code></li>
<li><code class="enumunused">NavimeshType.ClosedDoor = 8192</code></li>
<li><code class="enumunused">NavimeshType.WalltouchingFloor = 32</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="PromptType"><a href="#PromptType" class="selfref"><code>PromptType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m14_00_00_00, m16_00_00_00, m34_11_00_00, m34_14_00_00, m35_00_00_00, and 38 others</p>
<ul class="enumlist">
<li><code>PromptType.YESNO = 0</code> <span class="enumusage usageinfo">Used in common_func, m11_00_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m14_00_00_00, m16_00_00_00, m34_14_00_00, m35_00_00_00, and 24 others</span></li>
<li><code>PromptType.OKCANCEL = 1</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_10_00_00, m12_02_00_00, m12_04_00_00, m14_00_00_00, m34_11_00_00, and 25 others</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="NumberofOptions"><a href="#NumberofOptions" class="selfref"><code>NumberofOptions</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m14_00_00_00, m16_00_00_00, m34_11_00_00, m34_14_00_00, m35_00_00_00, and 38 others</p>
<ul class="enumlist">
<li><code>NumberofOptions.OneButton = 1</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_10_00_00, m34_11_00_00, m60_35_45_00, m60_35_46_00, m60_36_47_00, m60_39_53_00, m60_41_37_00</span></li>
<li><code>NumberofOptions.TwoButtons = 2</code> <span class="enumusage usageinfo">Used in common_func, m11_10_00_00, m12_02_00_00, m12_03_00_00, m14_00_00_00, m16_00_00_00, and 15 others</span></li>
<li><code>NumberofOptions.NoButtons = 6</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m14_00_00_00, m34_14_00_00, m35_00_00_00, and 32 others</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="SoundType"><a href="#SoundType" class="selfref"><code>SoundType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 92 others</p>
<ul class="enumlist">
<li><code class="enumunused">SoundType.EnvironmentalSound = 0</code></li>
<li><code>SoundType.CharacterMotion = 1</code> <span class="enumusage usageinfo">Used in m30_13_00_00, m60_37_53_00, m60_41_38_00, m60_42_32_00, m60_42_39_00, m60_43_36_00, m60_43_37_00, m60_45_39_00, m60_45_39_10</span></li>
<li><code class="enumunused">SoundType.MenuSE = 2</code></li>
<li><code class="enumunused">SoundType.Asset = 3</code></li>
<li><code class="enumunused">SoundType.CutsceneSE = 4</code></li>
<li><code>SoundType.SFX = 5</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 82 others</span></li>
<li><code>SoundType.BGM = 6</code> <span class="enumusage usageinfo">Used in common, m10_00_00_00, m11_05_00_00, m60_38_51_00</span></li>
<li><code class="enumunused">SoundType.Voice = 7</code></li>
<li><code class="enumunused">SoundType.DependsOnFloorMaterial = 8</code></li>
<li><code class="enumunused">SoundType.DependsOnArmorMaterial = 9</code></li>
<li><code class="enumunused">SoundType.Ghost = 10</code></li>
<li><code>SoundType.GeometrySet = 14</code> <span class="enumusage usageinfo">Used in m31_00_00_00, m60_42_39_00, m60_43_39_00, m60_44_35_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="DamageTargetType"><a href="#DamageTargetType" class="selfref"><code>DamageTargetType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m14_00_00_00, m18_00_00_00, m30_01_00_00, m30_07_00_00, m30_09_00_00, m30_10_00_00, m60_39_54_00, m60_40_54_00, m60_44_36_00, m60_44_36_10, m60_51_36_00</p>
<ul class="enumlist">
<li><code>DamageTargetType.Character = 1</code> <span class="enumusage usageinfo">Used in common_func, m14_00_00_00, m18_00_00_00, m30_01_00_00, m30_07_00_00, m30_09_00_00, m30_10_00_00, m60_39_54_00, m60_40_54_00, m60_44_36_00, m60_44_36_10, m60_51_36_00</span></li>
<li><code class="enumunused">DamageTargetType.Map = 2</code></li>
<li><code class="enumunused">DamageTargetType.CharacterMap = 3</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ItemType"><a href="#ItemType" class="selfref"><code>ItemType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m34_11_00_00, and 46 others</p>
<ul class="enumlist">
<li><code>ItemType.Weapon = 0</code> <span class="enumusage usageinfo">Used in common, m10_00_00_00, m16_00_00_00, m18_00_00_00, m60_44_36_00, m60_44_36_10</span></li>
<li><code class="enumunused">ItemType.Armor = 1</code></li>
<li><code class="enumunused">ItemType.Ring = 2</code></li>
<li><code>ItemType.Goods = 3</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m15_00_00_00, m18_00_00_00, m34_11_00_00, and 46 others</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="TargetType"><a href="#TargetType" class="selfref"><code>TargetType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m34_11_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 106 others</p>
<ul class="enumlist">
<li><code>TargetType.Alive = 0</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m12_01_00_00, m12_02_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m34_11_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 104 others</span></li>
<li><code>TargetType.WhitePhantom = 1</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m34_11_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 103 others</span></li>
<li><code>TargetType.BlackPhantom = 2</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m34_11_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 104 others</span></li>
<li><code>TargetType.GrayPhantom = 8</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m12_01_00_00, m12_02_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 99 others</span></li>
<li><code>TargetType.Invader = 15</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_03_00_00, m13_00_00_00, m15_00_00_00, m31_00_00_00, m60_37_54_00</span></li>
<li><code>TargetType.Invader2 = 16</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_03_00_00, m13_00_00_00, m15_00_00_00, m31_00_00_00, m60_37_54_00</span></li>
<li><code>TargetType.BluePhantom = 17</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m34_11_00_00, m39_20_00_00, and 20 others</span></li>
<li><code>TargetType.Invader3 = 18</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m12_03_00_00, m13_00_00_00, m15_00_00_00, m31_00_00_00, m60_37_54_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="TextBannerType"><a href="#TextBannerType" class="selfref"><code>TextBannerType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 70 others</p>
<ul class="enumlist">
<li><code class="enumunused">TextBannerType.YouDied = 2</code></li>
<li><code class="enumunused">TextBannerType.HostVanquished = 5</code></li>
<li><code class="enumunused">TextBannerType.BloodyFingerVanquished = 7</code></li>
<li><code class="enumunused">TextBannerType.LostGraceDiscovered = 13</code></li>
<li><code>TextBannerType.Unknown14 = 14</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code>TextBannerType.LegendFelled = 15</code> <span class="enumusage usageinfo">Used in common_func, m11_05_00_00, m12_03_00_00, m12_04_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m60_41_51_00, m60_48_51_00, m60_48_55_00, m60_52_52_00</span></li>
<li><code>TextBannerType.DemigodFelled = 16</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m12_05_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m60_41_51_00, m60_48_51_00, m60_48_55_00, m60_52_38_00</span></li>
<li><code>TextBannerType.GreatEnemyFelled = 17</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_08_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m34_10_00_00, m34_11_00_00, m34_13_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 14 others</span></li>
<li><code>TextBannerType.EnemyFelled = 18</code> <span class="enumusage usageinfo">Used in common_func, m10_01_00_00, m16_00_00_00, m18_00_00_00, m34_12_00_00, m34_14_00_00, m35_00_00_00, and 58 others</span></li>
<li><code class="enumunused">TextBannerType.DutyFulfilled = 20</code></li>
<li><code>TextBannerType.MapFound = 22</code> <span class="enumusage usageinfo">Used in common</span></li>
<li><code>TextBannerType.GreatRuneRestored = 26</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code>TextBannerType.GodSlain = 27</code> <span class="enumusage usageinfo">Used in m19_00_00_00</span></li>
<li><code class="enumunused">TextBannerType.DuelistVanquished = 28</code></li>
<li><code class="enumunused">TextBannerType.RecusantVanquished = 29</code></li>
<li><code class="enumunused">TextBannerType.InvaderVanquished = 30</code></li>
<li><code>TextBannerType.Commence = 31</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code>TextBannerType.Stalemate = 32</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code>TextBannerType.Victory = 33</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code>TextBannerType.Defeat = 34</code> <span class="enumusage usageinfo">Used in common_func</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="MultiplayerState"><a href="#MultiplayerState" class="selfref"><code>MultiplayerState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_02_00_00, m12_03_00_00, m12_08_00_00, m12_09_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, and 53 others</p>
<ul class="enumlist">
<li><code>MultiplayerState.Host = 0</code> <span class="enumusage usageinfo">Used in m10_00_00_00</span></li>
<li><code class="enumunused">MultiplayerState.Client = 1</code></li>
<li><code>MultiplayerState.Multiplayer = 2</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_03_00_00, m12_08_00_00, m12_09_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, and 43 others</span></li>
<li><code>MultiplayerState.MultiplayerPending = 3</code> <span class="enumusage usageinfo">Used in common, common_func, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_03_00_00, m12_08_00_00, m12_09_00_00, m16_00_00_00, m18_00_00_00, and 27 others</span></li>
<li><code>MultiplayerState.Singleplayer = 4</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m12_02_00_00, m14_00_00_00, and 24 others</span></li>
<li><code>MultiplayerState.Invasion = 5</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m12_02_00_00, m12_03_00_00, m16_00_00_00, m30_05_00_00, m31_00_00_00, m31_10_00_00, m31_19_00_00, m31_21_00_00, m60_35_50_00, m60_47_41_00, m60_47_58_00, m60_51_36_00, m60_51_37_00</span></li>
<li><code>MultiplayerState.InvasionPending = 6</code> <span class="enumusage usageinfo">Used in common_func, m12_02_00_00, m12_03_00_00, m16_00_00_00, m30_05_00_00, m31_00_00_00, m31_10_00_00, m31_19_00_00, m31_21_00_00, m60_47_41_00, m60_51_37_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="NPCPartType"><a href="#NPCPartType" class="selfref"><code>NPCPartType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m13_00_00_00, m15_00_00_00, m60_52_52_00</p>
<ul class="enumlist">
<li><code>NPCPartType.Part1 = 1</code> <span class="enumusage usageinfo">Used in common_func, m13_00_00_00, m15_00_00_00</span></li>
<li><code>NPCPartType.Part2 = 2</code> <span class="enumusage usageinfo">Used in common_func, m13_00_00_00</span></li>
<li><code>NPCPartType.Part3 = 3</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code>NPCPartType.Part4 = 4</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code>NPCPartType.Part5 = 5</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code>NPCPartType.Part6 = 6</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code class="enumunused">NPCPartType.Part7 = 7</code></li>
<li><code>NPCPartType.Part8 = 8</code> <span class="enumusage usageinfo">Used in m60_52_52_00</span></li>
<li><code>NPCPartType.Part9 = 9</code> <span class="enumusage usageinfo">Used in m60_52_52_00</span></li>
<li><code class="enumunused">NPCPartType.Part10 = 10</code></li>
<li><code class="enumunused">NPCPartType.Part11 = 11</code></li>
<li><code class="enumunused">NPCPartType.Part12 = 12</code></li>
<li><code class="enumunused">NPCPartType.Part13 = 13</code></li>
<li><code class="enumunused">NPCPartType.Part14 = 14</code></li>
<li><code class="enumunused">NPCPartType.Part15 = 15</code></li>
<li><code class="enumunused">NPCPartType.Part16 = 16</code></li>
<li><code class="enumunused">NPCPartType.Part17 = 17</code></li>
<li><code class="enumunused">NPCPartType.Part18 = 18</code></li>
<li><code class="enumunused">NPCPartType.Part19 = 19</code></li>
<li><code class="enumunused">NPCPartType.Part20 = 20</code></li>
<li><code class="enumunused">NPCPartType.Part21 = 21</code></li>
<li><code class="enumunused">NPCPartType.Part22 = 22</code></li>
<li><code class="enumunused">NPCPartType.Part23 = 23</code></li>
<li><code class="enumunused">NPCPartType.Part24 = 24</code></li>
<li><code class="enumunused">NPCPartType.Part25 = 25</code></li>
<li><code class="enumunused">NPCPartType.Part26 = 26</code></li>
<li><code class="enumunused">NPCPartType.Part27 = 27</code></li>
<li><code class="enumunused">NPCPartType.Part28 = 28</code></li>
<li><code class="enumunused">NPCPartType.Part29 = 29</code></li>
<li><code class="enumunused">NPCPartType.Part30 = 30</code></li>
<li><code>NPCPartType.WeakPoint = 31</code> <span class="enumusage usageinfo">Used in m15_00_00_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="AuthorityLevel"><a href="#AuthorityLevel" class="selfref"><code>AuthorityLevel</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m12_02_00_00, m12_03_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, and 14 others</p>
<ul class="enumlist">
<li><code>AuthorityLevel.Normal = 0</code> <span class="enumusage usageinfo">Used in common_func, m60_41_52_00, m60_43_37_00</span></li>
<li><code>AuthorityLevel.Forced = 8192</code> <span class="enumusage usageinfo">Used in common_func, m12_02_00_00, m12_03_00_00, m13_00_00_00, m14_00_00_00, m16_00_00_00, m18_00_00_00, and 14 others</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="AIStateType"><a href="#AIStateType" class="selfref"><code>AIStateType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m12_02_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 53 others</p>
<ul class="enumlist">
<li><code>AIStateType.Normal = 0</code> <span class="enumusage usageinfo">Used in m14_00_00_00, m31_10_00_00, m60_41_55_00, m60_42_54_00, m60_43_36_00, m60_45_33_00</span></li>
<li><code>AIStateType.Recognition = 1</code> <span class="enumusage usageinfo">Used in m31_10_00_00</span></li>
<li><code>AIStateType.Alert = 2</code> <span class="enumusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m31_10_00_00, m31_18_00_00, m60_37_53_00, m60_42_32_00</span></li>
<li><code>AIStateType.Combat = 3</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m12_02_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 50 others</span></li>
<li><code>AIStateType.PassiveAlert = 4</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m14_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 26 others</span></li>
<li><code>AIStateType.ActiveAlert = 5</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m14_00_00_00, m34_12_00_00, m35_00_00_00, m39_20_00_00, and 26 others</span></li>
<li><code>AIStateType.WaitBeforeForget = 6</code> <span class="enumusage usageinfo">Used in m31_10_00_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="SummonSignType"><a href="#SummonSignType" class="selfref"><code>SummonSignType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m60_47_41_00, m60_52_53_00</p>
<ul class="enumlist">
<li><code class="enumunused">SummonSignType.WhiteSign = 0</code></li>
<li><code class="enumunused">SummonSignType.BlackSign = 1</code></li>
<li><code>SummonSignType.RedSign = 2</code> <span class="enumusage usageinfo">Used in m60_47_41_00</span></li>
<li><code>SummonSignType.NPCWhiteSign = 20</code> <span class="enumusage usageinfo">Used in m60_52_53_00</span></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="ClassType"><a href="#ClassType" class="selfref"><code>ClassType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">ClassType.Vagabond = 0</code></li>
<li><code class="enumunused">ClassType.Warrior = 1</code></li>
<li><code class="enumunused">ClassType.Hero = 2</code></li>
<li><code class="enumunused">ClassType.Bandit = 3</code></li>
<li><code class="enumunused">ClassType.Astrologer = 4</code></li>
<li><code class="enumunused">ClassType.Prophet = 5</code></li>
<li><code class="enumunused">ClassType.Confessor = 6</code></li>
<li><code class="enumunused">ClassType.Samurai = 7</code></li>
<li><code class="enumunused">ClassType.Prisoner = 8</code></li>
<li><code class="enumunused">ClassType.Wretch = 9</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="CharacterUpdateFrequency"><a href="#CharacterUpdateFrequency" class="selfref"><code>CharacterUpdateFrequency</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 69 others</p>
<ul class="enumlist">
<li><code>CharacterUpdateFrequency.NoUpdate = -1</code> <span class="enumusage usageinfo">Used in m12_05_00_00, m13_00_00_00, m14_00_00_00, m60_36_52_00, m60_38_49_00</span></li>
<li><code>CharacterUpdateFrequency.AlwaysUpdate = 0</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 68 others</span></li>
<li><code>CharacterUpdateFrequency.Every2Frames = 2</code> <span class="enumusage usageinfo">Used in m39_20_00_00</span></li>
<li><code>CharacterUpdateFrequency.Every5Frames = 5</code> <span class="enumusage usageinfo">Used in m39_20_00_00</span></li>
<li><code>CharacterUpdateFrequency.AtLeastEvery2Frames = 102</code> <span class="enumusage usageinfo">Used in common_func, m12_05_00_00, m60_41_52_00, m60_52_38_00</span></li>
<li><code>CharacterUpdateFrequency.AtLeastEvery5Frames = 105</code> <span class="enumusage usageinfo">Used in common_func, m14_00_00_00, m19_00_00_00</span></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="Interpolation"><a href="#Interpolation" class="selfref"><code>Interpolation</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">Interpolation.Interpolated = 0</code></li>
<li><code class="enumunused">Interpolation.Uninterpolated = 1</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="DisplayState"><a href="#DisplayState" class="selfref"><code>DisplayState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">DisplayState.Hide = 0</code></li>
<li><code class="enumunused">DisplayState.Display = 1</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="AddDelete"><a href="#AddDelete" class="selfref"><code>AddDelete</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">AddDelete.Delete = 0</code></li>
<li><code class="enumunused">AddDelete.Add = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="DamageType"><a href="#DamageType" class="selfref"><code>DamageType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 128 others</p>
<ul class="enumlist">
<li><code>DamageType.Unspecified = 0</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_05_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, and 128 others</span></li>
<li><code>DamageType.Fire = 1</code> <span class="enumusage usageinfo">Used in m60_39_54_00</span></li>
<li><code class="enumunused">DamageType.Magic = 2</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="Label"><a href="#Label" class="selfref"><code>Label</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m34_15_00_00, m35_00_00_00, m39_20_00_00, m45_00_00_00, m45_01_00_00, m45_02_00_00, and 210 others</p>
<ul class="enumlist">
<li><code>Label.Label0 = 0</code></li>
<li><code>Label.Label1 = 1</code></li>
<li><code>Label.Label2 = 2</code></li>
<li><code>Label.Label3 = 3</code></li>
<li><code>Label.Label4 = 4</code></li>
<li><code>Label.Label5 = 5</code></li>
<li><code>Label.Label6 = 6</code></li>
<li><code>Label.Label7 = 7</code></li>
<li><code>Label.Label8 = 8</code></li>
<li><code>Label.Label9 = 9</code></li>
<li><code>Label.Label10 = 10</code></li>
<li><code>Label.Label11 = 11</code></li>
<li><code>Label.Label12 = 12</code></li>
<li><code>Label.Label13 = 13</code></li>
<li><code>Label.Label14 = 14</code></li>
<li><code>Label.Label15 = 15</code></li>
<li><code>Label.Label16 = 16</code></li>
<li><code>Label.Label17 = 17</code></li>
<li><code>Label.Label18 = 18</code></li>
<li><code>Label.Label19 = 19</code></li>
<li><code>Label.Label20 = 20</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ArmorType"><a href="#ArmorType" class="selfref"><code>ArmorType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m35_00_00_00, m60_35_42_00</p>
<ul class="enumlist">
<li><code>ArmorType.Head = 0</code> <span class="enumusage usageinfo">Used in common, m35_00_00_00</span></li>
<li><code>ArmorType.Body = 1</code> <span class="enumusage usageinfo">Used in common, m35_00_00_00, m60_35_42_00</span></li>
<li><code>ArmorType.Arms = 2</code> <span class="enumusage usageinfo">Used in m35_00_00_00, m60_35_42_00</span></li>
<li><code>ArmorType.Legs = 3</code> <span class="enumusage usageinfo">Used in m35_00_00_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="Gender"><a href="#Gender" class="selfref"><code>Gender</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m19_00_00_00</p>
<ul class="enumlist">
<li><code>Gender.Male = 0</code></li>
<li><code>Gender.Female = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="WorldType"><a href="#WorldType" class="selfref"><code>WorldType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 188 others</p>
<ul class="enumlist">
<li><code>WorldType.OwnWorld = 0</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m11_71_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_10_00_00, m34_11_00_00, m34_12_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 106 others</span></li>
<li><code>WorldType.OtherWorld = 1</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_05_00_00, m11_10_00_00, m12_01_00_00, m12_02_00_00, m12_03_00_00, m12_04_00_00, m12_05_00_00, m12_07_00_00, m12_08_00_00, m12_09_00_00, m13_00_00_00, m14_00_00_00, m15_00_00_00, m16_00_00_00, m18_00_00_00, m19_00_00_00, m34_11_00_00, m34_12_00_00, m34_13_00_00, m34_14_00_00, m35_00_00_00, m39_20_00_00, and 178 others</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="BossBGMState"><a href="#BossBGMState" class="selfref"><code>BossBGMState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_01_00_00, m11_05_00_00, m31_00_00_00</p>
<ul class="enumlist">
<li><code>BossBGMState.Stop1 = -2</code> <span class="enumusage usageinfo">Used in common_func, m31_00_00_00</span></li>
<li><code>BossBGMState.Stop2 = -1</code> <span class="enumusage usageinfo">Used in common_func, m10_01_00_00, m11_05_00_00, m31_00_00_00</span></li>
<li><code>BossBGMState.Start = 0</code> <span class="enumusage usageinfo">Used in common_func, m31_00_00_00</span></li>
<li><code>BossBGMState.HeatUp = 1</code> <span class="enumusage usageinfo">Used in common_func, m31_00_00_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="Weather"><a href="#Weather" class="selfref"><code>Weather</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m10_01_00_00, m11_00_00_00, m11_10_00_00, m12_03_00_00, m13_00_00_00, m14_00_00_00, m18_00_00_00, m34_10_00_00, m34_11_00_00, m34_14_00_00, m60, m60_35_42_00, m60_35_47_00, m60_51_36_00, m60_52_38_00, m60_53_56_00, m60_54_56_00</p>
<ul class="enumlist">
<li><code>Weather.None = -1</code> <span class="enumusage usageinfo">Used in common, m11_00_00_00, m12_03_00_00, m14_00_00_00, m34_10_00_00, m34_11_00_00, m34_14_00_00, m60_35_42_00, m60_35_47_00, m60_53_56_00, m60_54_56_00</span></li>
<li><code>Weather.Default = 0</code> <span class="enumusage usageinfo">Used in common, m10_00_00_00, m10_01_00_00, m13_00_00_00, m14_00_00_00, m18_00_00_00, m34_14_00_00, m60, m60_51_36_00</span></li>
<li><code>Weather.Rain = 1</code> <span class="enumusage usageinfo">Used in common, m11_00_00_00</span></li>
<li><code>Weather.Snow = 2</code> <span class="enumusage usageinfo">Used in common</span></li>
<li><code>Weather.WindyRain = 3</code> <span class="enumusage usageinfo">Used in common, m13_00_00_00</span></li>
<li><code>Weather.Fog = 4</code> <span class="enumusage usageinfo">Used in common, m34_14_00_00</span></li>
<li><code>Weather.Cloudless = 5</code> <span class="enumusage usageinfo">Used in common, m11_10_00_00, m60, m60_52_38_00</span></li>
<li><code>Weather.FlatClouds = 6</code> <span class="enumusage usageinfo">Used in common, m13_00_00_00, m60</span></li>
<li><code>Weather.PuffyClouds = 7</code> <span class="enumusage usageinfo">Used in common, common_func, m12_03_00_00, m60</span></li>
<li><code>Weather.RainyClouds = 8</code> <span class="enumusage usageinfo">Used in common, m34_10_00_00, m34_11_00_00</span></li>
<li><code>Weather.WindyFog = 9</code> <span class="enumusage usageinfo">Used in common</span></li>
<li><code>Weather.HeavySnow = 10</code> <span class="enumusage usageinfo">Used in common, m60_54_56_00</span></li>
<li><code>Weather.HeavyFog = 11</code> <span class="enumusage usageinfo">Used in common, m34_10_00_00, m34_11_00_00, m60_35_42_00, m60_35_47_00</span></li>
<li><code>Weather.WindyPuffyClouds = 12</code> <span class="enumusage usageinfo">Used in common, m11_10_00_00</span></li>
<li><code class="enumunused">Weather.Default2 = 13</code></li>
<li><code class="enumunused">Weather.Default3 = 14</code></li>
<li><code>Weather.RainyHeavyFog = 15</code> <span class="enumusage usageinfo">Used in common</span></li>
<li><code>Weather.SnowyHeavyFog = 16</code> <span class="enumusage usageinfo">Used in common, m60_54_56_00</span></li>
<li><code>Weather.ScatteredRain = 17</code> <span class="enumusage usageinfo">Used in common</span></li>
<li><code>Weather.Unknown18 = 18</code> <span class="enumusage usageinfo">Used in common</span></li>
<li><code class="enumunused">Weather.Unknown19 = 19</code></li>
<li><code class="enumunused">Weather.Unknown20 = 20</code></li>
<li><code class="enumunused">Weather.Unknown21 = 21</code></li>
<li><code class="enumunused">Weather.Unknown22 = 22</code></li>
<li><code class="enumunused">Weather.Unknown23 = 23</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ArenaMatchType"><a href="#ArenaMatchType" class="selfref"><code>ArenaMatchType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m45_00_00_00, m45_01_00_00, m45_02_00_00</p>
<ul class="enumlist">
<li><code>ArenaMatchType.Duel = 0</code> <span class="enumusage usageinfo">Used in m45_00_00_00, m45_01_00_00, m45_02_00_00</span></li>
<li><code>ArenaMatchType.TwoPlayerBrawl = 1</code> <span class="enumusage usageinfo">Used in m45_00_00_00, m45_01_00_00, m45_02_00_00</span></li>
<li><code>ArenaMatchType.FourPlayerBrawl = 2</code> <span class="enumusage usageinfo">Used in m45_00_00_00, m45_01_00_00, m45_02_00_00</span></li>
<li><code>ArenaMatchType.SixPlayerBrawl = 3</code> <span class="enumusage usageinfo">Used in m45_00_00_00, m45_01_00_00, m45_02_00_00</span></li>
<li><code>ArenaMatchType.OneVersusOne = 4</code> <span class="enumusage usageinfo">Used in common_func, m45_00_00_00, m45_01_00_00, m45_02_00_00</span></li>
<li><code>ArenaMatchType.TwoVersusTwo = 5</code> <span class="enumusage usageinfo">Used in common_func, m45_00_00_00, m45_01_00_00, m45_02_00_00</span></li>
<li><code>ArenaMatchType.ThreeVersusThree = 6</code> <span class="enumusage usageinfo">Used in common_func, m45_00_00_00, m45_01_00_00, m45_02_00_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ArenaResult"><a href="#ArenaResult" class="selfref"><code>ArenaResult</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<ul class="enumlist">
<li><code>ArenaResult.Win = 0</code></li>
<li><code>ArenaResult.Draw = 1</code></li>
</ul>
</div></section>
</div></body>
